Lineages and Cultures

by AlvronMenkenek

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Lineages and Cultures, Volume 1

A rework of races for the world's best roleplaying game

Contents

Introduction ....................................................2

Character Creation ..........................................................................2

Chapter 1: Lineages ..........................................3

How to Read a Lineage ...................................................................2

Dwarf ..............................................................................................3

Elf ....................................................................................................3

Human ...........................................................................................4

Halfling ...........................................................................................4

Dragonborn ...................................................................................4

Gnome ............................................................................................6

Half-Elf ...........................................................................................6

Half-Orc ..........................................................................................6

Tiefling ...........................................................................................7

Aarakocra ......................................................................................8

Genasi ............................................................................................8

Aasimaar ........................................................................................9

Firbolg ............................................................................................9

Goliath ............................................................................................9

Kenku ...........................................................................................10

Lizardfolk ....................................................................................10

Tabaxi ...........................................................................................10

Triton ............................................................................................10

Bugbear .......................................................................................10

Goblin ..........................................................................................11

Hobgoblin ....................................................................................11

Kobold ..........................................................................................11

Orc ................................................................................................11

Yuan-ti Pureblood ......................................................................11

Tortle ............................................................................................12

Gith ...............................................................................................12

Locathah ......................................................................................12

Grung ...........................................................................................12

Verdan ..........................................................................................13

Eladrin .........................................................................................13

Chapter 2: Cultures .......................................14

Creating a Culture .........................................................................14

Example Cultures ......................................................................15

Introduction

This homebrew project aims to rework races in Dungeons and Dragons with several goals in mind.

  • Splitting biological and cultural traits. In D&D 5e, some races have cultural traits baked into them and some do not. This can be a problem when your character grew up in a different culture than the one implied for your race and it does't interact well with the reincarnate spell. Lineages and Cultures solves this problem by replacing races with lineages and cultures, which are independent of each other.
  • Balance. Some races (such as the Variant Human and Mountain Dwarf) in D&D 5e are much stronger mechanically than the others. Lineages and Cultures tries to make them all balanced.
  • Simplicity. Lineages are based on the simple system introduced in the Gothic Lineages Unearthed Arcana.

As there are many races in D&D 5e, Lineages and Cultures will be split into several volumes:

  • Volume 1 covers lineages adapted from non-setting specific or Forgotten Realms specific books and the system for creating cultures.
  • Volume 2 will cover lineages and cultures of Tiengarul, a homebrew campaign setting.
  • Volume 3 will cover lineages and cultures of Eberron (including Dragonmarks).
  • Volume 4, 5 and 6 will cover lineages of Wildemount, Theros and Ravnica.

Character Creation

To create a character using Lineages and Cultures, follow these steps:

1. Determine your ability scores using a method allowed by your Dungeon Master and choose your class.

2. All player characters gain the following traits:

Ability Score Increase. One ability score of your choice increases by 2 and a different ability score of your choice increases by 1, or three different ability scores of your choice increase by 1. These increases can’t raise a score above 20.

Languages. You can speak, read and write two languages.

3. Choose a lineage from those available in your campaign.

4. Choose a culture from a list provided by your Dungeon Master or work with your DM to create a culture that fits your character idea.

5. Choose your background and equipment and describe your character.

Chapter 1: Lineages

How to Read a Lineage

Type: Most player characters are of the Humanoid type. A lineage option presented here tells you what your character’s creature type is. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct or Undead type.

Having More Than One Type. Some creatures are of more than one creature type. If an effect works on at least one of a creature’s types, that effect can work on that creature. For example, if you are both a Humanoid and an Undead, cure wounds works on you, since the spell works on a Humanoid.

Size. Most player characters are Small or Medium. The + and - descriptors are used to determine height:

  • Tiny - less than 1 foot.
  • Tiny 1 to 2 feet.
  • Small - 2 to 3 feet.
  • Small 3 to 4 feet.
  • Medium - 4 to 5 feet.
  • Medium 5 to 6 feet.
  • Medium + 6 to 7 feet.
  • Medium ++ 7 to 8 feet.

Speed. Your base walking speed.

Age. Is given in two numbers. The first is the age at which the members of a given lineage physically mature and the second is the average lifespan of a given lineage.

Dwarf Traits

As a dwarf, you gain the following traits:

Type: Humanoid

Size: Medium -

Speed: 25 feet

Age: 18/350

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Sturdy Build. Your speed is not reduced by wearing heavy armor.

Heritage. Choose one of the following heritages:

Deep Dwarf (Duergar)

  • Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
  • Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait and regain the ability to do so when you finish a long rest. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You can also cast these spells normally using any spell slots you have. Constitution is your spellcasting ability for these spells.
  • Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Surface Dwarf

  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Elf Traits

As an Elf, you gain the following traits:

Type: Humanoid and Fey

Size: Medium

Speed: 30 feet

Age: 18/750

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. You can finish a long rest in 4 hours.

Heritage. Choose one of the following heritages:

Dark Elf (Drow)

  • Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
  • Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once and regain the ability to do so when you finish a long rest. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

High Elf

  • Arcane Affinity. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the enhance ability spell on yourself once and regain the ability to do so when you finish a long rest. When you cast the enhance ability spell with this trait, it doesn't require material components. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Sea Elf

  • Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
  • Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
  • Sea Magic. You know the shape water cantrip. Charisma is your spellcasting ability for it.

Shadar-Kai

  • Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Wood Elf

  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Keen Senses. You have proficiency in the Perception skill.

Human Traits

As a human, you gain the following traits:

Type: Humanoid

Size: Medium, Medium + or Medium - (your choice)

Speed: 30 feet

Age: 18/75

Human Determination. You are filled with determination. If you fail an attack roll, ability check, or saving throw, you can reroll one d20. You must keep the new result. You can't use this feature again until you finish a short or long rest.

Hard to Kill. When you are reduced to 0 hit points and there is damage remaining, you die instantly only if it equals or exceeds your hit point maximum + your level.

Fast Learner. When you finish a long rest, you can choose to learn one language or gain one tool, skill or weapon proficiency, as long there is an example to learn from. You know this language or have this proficiency until you finish a long rest.

Credit for the Human Determination trait goes to Giffyglyph (reddit).

Halfling Traits

As a halfling, you gain the following traits:

Type: Humanoid

Size: Small

Speed: 25 feet

Age: 20/150

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Once you use this feature, you can't use it again until you finish or short or long rest or you roll a natural 20 on an attack roll, ability check or saving throw.

Nimble. You can move through the space of any creature that is of a size larger than yours.

Heritage. Choose one of the following heritages:

Ghostwise Halfling

  • Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Lightfoot Halfling

  • Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Stout Halfling

  • Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.

Dragonborn Traits

As a dragonborn, you gain the following traits:

Type: Humanoid and Dragon

Size: Medium or Medium +

Speed: 30 feet

Age: 8/180

Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.

Dragon Color Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 + your proficiency bonus damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 + your proficiency bonus at 5th level, 4d6 + your proficiency bonus at 11th level, and 5d6 + your proficiency bonus at 17th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Draconic Talents. You gain several traits corresponding with your draconic ancestry.

Black Dragon Ancestry

  • Foul Tolerance. You can drink contaminated water without suffering ill effects and once you reach 3rd level, you have advantage on Constitution saving throws caused by ingesting poisoned food or drink.
  • Water Dweller. You have a swimming speed of 30 feet, and you can breath air and water.
  • Acid Breath. Your breath weapon deals damage to any objects in its area that aren't being worn or carried.

Blue Dragon Ancestry

  • Desert Delver. If you have a free hand, you can use your action to dig up to 10 feet through loose earth, excavating it and depositing it up to 10 feet away.
  • Enduring Combatant. Once you reach 3rd level, you have advantage on Constitution checks and saving throws against exhaustion.
  • Lightning Breath. Creatures immersed in water have disadvantage against saving throws against your breath weapon.

Brass Dragon Ancestry

  • Grounded. While on ground, you have advantage on saving throws against effects that would push you, pull you, or knock you prone.
  • Solemn Slumber. When you reach 3rd level, you can cast the sleep spell once with this trait. You regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for it.
  • Fire Breath. Your breath weapon ignites any flammable objects in its area that aren't being worn or carried.

Bronze Dragon Ancestry

  • Booming Repulse. When you reach the 3rd level, you can cast the thunderwave spell once as a 2nd-level spell. You regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for it.
  • Webbed Feet. You have a swimming speed of 30 feet.
  • Lightning Breath. Creatures immersed in water have disadvantage against saving throws against your breath weapon.

Copper Dragon Ancestry

  • Dragon Speech. Once you reach 3rd level, you can use your action to choose one Tiny beast you can see within 30 feet of you, magically granting it the ability to speak and understand one of the languages you know. This effect lasts for 10 minutes. The knowledge and awareness of the beast is limited by its intelligence, but at minimum, it can give you information about nearby locations and monsters, including whatever it can perceive or has perceived within the past day. Once you use this trait, you can't use it again until you finish a long rest.
  • Rock Climber. You have a climbing speed of 30 feet, and you can move up, down, and across vertical surfaces made of rock or stone.
  • Acid Breath. Your breath weapon deals damage to any objects in its area that aren't being worn or carried.

Gold Dragon Ancestry

  • Devourer of Wealth. You can consume coins and gems as food. You recieve enough nourishment to sustain yourself for a day from 1gp worth of coins and gems.
  • Foretold Fortune. When you finish a long rest, roll a d20 and record the number rolled. Once before the end of your next long rest, when you roll that number on a d20, you can choose to treat that roll as a twenty. If the recorded number is a 20, you can choose to treat one d20 roll of your choice as a 20.
  • Strength Sap. When you reach 3rd level, you can cast the ray of enfeeblement spell once with this trait. You regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for it.
  • Fire Breath. Your breath weapon ignites any flammable objects in its area that aren't being worn or carried.

Green Dragon Ancestry

  • Chains of the Forest. When you reach 3rd level, you can cast the entangle spell once with this trait. You regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for it.
  • Poison Resilience. You have advantage on saving throws against being poisoned.
  • Poison Breath. The damage dice of your breath weapon increase from d6s to d8s.

Red Dragon Ancestry

  • Fire Sculptor. When you reach 3rd level, you learn the control flames cantrip. Charisma is your spellcasting ability for it.
  • Treasure Adept. You have advantage on Intelligence checks made to discern the monetary value of objects, as well as Wisdom (Insight) checks to determine if someone is trying to scamor swindle you.
  • Fire Breath. Your breath weapon ignites any flammable objects in its area that aren't being worn or carried.

Silver Dragon Ancestry

  • Paralytic Resilience. You have advantage on saving throws against being paralyzed or stunned.
  • Winds of Grace. When you reach 3rd level, you can cast the feather fall spell once with this trait. You regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for it.
  • Ice Breath. Your breath weapon freezes nonmagical liquids in its area that aren't being worn or carried.

White Dragon Ancestry

  • Blades of Ice. When you reach the 3rd level, you can cast the ice knife spell once as a 2nd-level spell. You regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for it.
  • Ice Walk. You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain made of ice or snow doesn't cost you extra movement.
  • Keen Recollection. You have advantage on Intelligence checks made to recall information about creatures and objects you have encountered, as well as places you have visited.
  • Ice Breath. Your breath weapon freezes nonmagical liquids in its area that aren't being worn or carried.

Credit for most of the dragonborn ancesrtry traits goes to Spectre Creations (reddit).

Gnome Traits

As a gnome, you gain the following traits:

Type: Humanoid

Size: Small

Speed: 25 feet

Age: 18/350

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Heritage. Choose one of the following heritages:

Deep Gnome (Svivrfneblin)

  • Superior Darkvision. Your darkvision has a range of 120 feet.
  • Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Surface Gnome

  • Magical Trickster. You know the minor illusion cantrip. When you reach 3rd level, you can cast the speak with animals spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect magic spell once and regain the ability to do so when you finish a long rest. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Half-Elf Traits

As a half-elf, you gain the following traits:

Type: Humanoid

Size: Medium

Speed: 30 feet

Age: 20/180

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fast Learner. When you finish a long rest, you can choose to learn one language or gain one tool, skill or weapon proficiency, as long there is an example to learn from. You know this language or have this proficiency until you finish a long rest.

Heritage. Choose one of the following heritages:

Dark Elf Heritage

  • Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

High Elf Heritage

  • Arcane Affinity. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast this spell normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Sea Elf Heritage

  • Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
  • Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Shadar-Kai Heritage

  • Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.

Wood Elf Heritage

  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Keen Senses. You have proficiency in the Perception skill.

Half-Orc Traits

As a half-orc, you gain the following traits:

Type: Humanoid

Size: Medium or Medium + (your choice)

Speed: 30 feet

Age: 14/60

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Tiefling Traits

As a tiefling, you gain the following traits:

Type: Humanoid and Fiend

Size: Medium, Medium + or Medium - (your choice)

Speed: 30 feet

Age: 18/80

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Heritage. Choose one of the following heritages:

Heritage of Asmodeus

  • Legacy of Nessus. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Baalzebul

  • Legacy of Maladomini. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the ray of sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the crown of madness spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Dispater

  • Legacy of Dis. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the disguise self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the detect thoughts spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Fierna

  • Legacy of Phlegethos. You know the friends cantrip. Once you reach 3rd level, you can cast the charm person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the suggestion spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Glasya

  • Legacy of Malbolge. You know the minor illusion cantrip. Once you reach 3rd level, you can cast the disguise self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the invisibility spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Levistus

  • Legacy of Stygia. You know the ray of frost cantrip. Once you reach 3rd level, you can cast the armor of arcane ice spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Mammon

  • Legacy of Minauros. You know the mage hand cantrip. Once you reach 3rd level, you can cast the floating disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the arcane lock spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Mephistopheles

  • Legacy of Cania. You know the mage hand cantrip. Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the flame blade spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of Zariel

  • Legacy of Avernus. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the searing smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the branding smite spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Heritage of the Abyss

  • Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can also cast the spells gained from this trait normally using any spell slots you have. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
Abyssal Arcana Spells
d6 1st level 3rd level 5th level
1 dancing lights burning hands alter self
2 true strike charm person darkness
3 light magic missile invisibility
4 message cure wounds levitate
5 spare the dying hideous laughter mirror image
6 prestidigitation thunderwave spider climb
  • Abyssal Fortitude. Your hit point maximum increases by half your level (minimum 1).

Devil's Tongue Heritage

  • Devil's Tongue. You know the vicious mockery cantrip. Once you reach 3rd level, you can cast the charm person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the enthrall spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Winged Heritage

  • Infernal Wings. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor.

Aarakocra Traits

As an aarakocra, you gain the following traits:

Type: Humanoid

Size: Medium -

Speed: 20 feet

Age: 3/30

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing heavy armor.

Dive Attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a talon attack, the attack deals an extra 1d4 damage to the target.

Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Genasi Traits

As a genasi, you gain the following traits:

Type: Humanoid and Elemental

Size: Medium, Medium +, Medium ++, Medium -, Small or Small - (your choice)

Speed: 30 feet

Age: 18/120

Heritage. Choose one of the following heritages:

Air Genasi

  • Light Frame. Your jump distance is doubled.
  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
  • Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level, you can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell normally using any spell slots you have. Constitution is your spellcasting ability for these spells.

Earth Genasi

  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
  • Grounded. While on ground, you have advantage on saving throws against effects that would push you, pull you, or knock you prone.
  • Merge with Stone. You know the mold earth cantrip. Once you reach 3rd level, you can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell normally using any spell slots you have. Constitution is your spellcasting ability for these spells.

Fire Genasi

  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
  • Fire Resistance. You have resistance to fire damage.
  • Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell normally using any spell slots you have. Constitution is your spellcasting ability for these spells.

Water Genasi

  • Acid Resistance. You have resistance to acid damage.
  • Amphibious. You can breathe air and water.
  • Swim. You have a swimming speed of 30 feet.
  • Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell normally using any spell slots you have. Constitution is your spellcasting ability for these spells.

Aasimar Traits

As an aasimar, you gain the following traits:

Type: Humanoid and Celestial

Size: Medium, Medium +, Medium ++, Medium -, Small or Small -(your choice)

Speed: 30 feet

Age: 18/160

Low-Light Vision. Blessed with a radiant soul, your vision can easily cut through shadows. You can see in dim light within 60 feet of you as if it were bright light.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Heritage. Choose one of the following heritages:

Protector Aasimar

  • Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Scourge Aasimar

  • Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar

  • Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

Firbolg Traits

As a firbolg, you gain the following traits:

Type: Humanoid and Giant

Size: Medium ++

Speed: 30 feet

Age: 30/500

Firbolg Magic. You can cast the detect magic and disguise self spells with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. You can also cast these spells normally using any spell slots you have.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Goliath Traits

As a goliath, you gain the following traits:

Type: Humanoid and Giant

Size: Medium ++

Speed: 30 feet

Age: 18/75

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your level to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Kenku Traits

As a kenku, you gain the following traits:

Type: Humanoid

Size: Medium -

Speed: 30

Age: 12/60

Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Natural Acrobat. You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws to avoid falling and on saving throws against effects that would knock you prone.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check, on which you have advantage. You can only speak using this trait.

Lizardfolk Traits

As a lizardfolk, you gain the following traits:

Type: Humanoid

Size: Medium

Speed: 30 feet

Age: 14/60

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Swamp Swimmer. You can hold your breath for up to 15 minutes at a time and you have a swimming speed of 30 feet.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Natural Athlete. You have proficiency in the Athletics skill.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Tabaxi Traits

As a tabaxi, you gain the following traits:

Type: Humanoid

Size: Medium

Speed: 30 feet

Age: 18/75

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Triton Traits

As a triton, you gain the following traits:

Type: Humanoid

Size: Medium or Medium - (your choice)

Speed: 30 feet

Age: 15/200

Amphibious. You can breathe air and water and you have a swimming speed of 30 feet.

Control Waters. A child of the sea, you can call on the magic of elemental air and water. Once you reach 3rd level, you can cast the fog cloud spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the wall of water spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardian of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Bugbear Traits

As a bugbear, you gain the following traits:

Type: Humanoid

Size: Medium + or Medium ++ (your choice)

Speed: 30 feet

Age: 16/80

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Spells with a range of touch have a range of 10 feet when you cast them.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Goblin Traits

As a goblin, you gain the following traits:

Type: Humanoid

Size: Small

Speed: 30 feet

Age: 8/60

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. If you have a class feature that allows you to take the Hide action as a bonus action, you have advantage on Dexterity (Stealth) checks to hide.

Hobgoblin Traits

As a hobgoblin, you gain the following traits:

Type: Humanoid

Size: Medium

Speed: 30 feet

Age: 18/75

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Instinctive Coordination. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action as a bonus action using this trait:

Resolve. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

Maneuvering. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.

Distraction. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.

Collective Determination. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Kobold Traits

As a kobold, you gain the following traits:

Type: Humanoid

Size: Small -

Speed: 30 feet

Age: 6/120

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Heritage. Choose one of the following heritages:

Winged Kobold (Urd)

  • Wings. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Skirmisher Kobold

  • Nimble. You can move through the space of any creature that is of a size larger than yours.
  • Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Dragonheart Kobold

  • Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list. You gain resistance to a damage type determined by your draconic ancestry.

  • Draconic Breath. You can cast a spell determined by your draconic ancestry as a 1st-level spell once and you regain the ability to do so when you finish a long rest. Its level increases to 2nd when you reach 5th level, to 3rd when you reach 11th level and to 4th when you reach 17th level. Charisma is your spellcasting ability for it and it doesn't require components when you cast it using this trait.

Dragon Color Damage Type Spell
Black Acid caustic brew
Blue Lightning witch bolt
Brass Fire burning hands
Bronze Lightning witch bolt
Copper Acid caustic brew
Gold Fire burning hands
Green Poison ray of sickness
Red Fire burning hands
Silver Cold frost fingers
White Cold frost fingers

Orc Traits

As an orc, you gain the following traits:

Type: Humanoid

Size: Medium +

Speed: 30 feet

Age: 12/50

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Primal Instinct. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Savage Striker. When you score a critical hit with a melee weapon attack and you roll any 1s for damage, you can reroll them, but you must take the new result, even if it's another one.

Yuan-ti Pureblood Traits

As a yuan-ti pureblood, you gain the following traits:

Type: Humanoid and Monstrosity

Size: Medium

Speed: 30 feet

Age: 15/75

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast these spells normally using any spell slots you have. Charisma is your spellcasting ability for these spells.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Poison Resilience. You have resistance to poison damage and you have advantage on saving throws against poison.

Tortle Traits

As a tortle, you gain the following traits:

Type: Humanoid

Size: Medium

Speed: 30 feet

Age: 15/500

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Gith Traits

As a gith, you gain the following traits:

Type: Humanoid

Size: Medium

Speed: 30 feet

Age: 18/100

Heritage. Choose one of the following heritages:

Githyanki

  • Psychic Power. You have advantage on Strength and Dexterity saving throws against magic.
  • Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast these spells normally using any spell slots you have.Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Githzerai

  • Psychic Defense. You have advantage on Wisdom and Intelligence saving throws against magic.
  • Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast these spells normally using any spell slots you have. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Locathah Traits

As a locathah, you gain the following traits:

Type: Humanoid

Size: Medium

Speed: 30 feet

Age: 10/80

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Leviathan Will. You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 6 hours to avoid suffocating and you have a swimming speed of 30 feet.

Grung Traits

As a grung, you gain the following traits:

Type: Humanoid

Size: Small or Small - (your choice)

Speed: 25 feet

Age: 1/50

Amphibious. You can breathe air and water.

Poison Resilience. You have resistance to poison damage and you have advantage on saving throws against poison.

Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Sticky Limbs. You have a climbing speed of 25 feet.

Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.

Verdan Traits

As a verdan, you gain the following traits:

Type: Humanoid and Aberration

Size: Small

Speed: 30 feet

Age: 24/200

Black Blood Healing. The black blood that is a sign of your people’s connection to That-Which-Endures boots your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.

Growth Spurt. When you reach 5th level, you grow 2 feet in height and your size changes to Medium.

Limited Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.

Telepathic Insight. Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.

Eladrin Traits

As an eladrin, you gain the following traits:

Type: Fey

Size: Medium

Speed: 30 feet

Age: 20/1000

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Eladrin do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. You can finish a long rest in 4 hours.

Frail Body. Your hit point maximum decreases by 1, and it decreases by 1 every time you gain a level.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

Autumn Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Magic Resilience. When you fail a saving throw against a spell or a magical effect, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success. You can use this trait a number of times equal to your proficiency bonu, and you regain all expended uses when you finish a long rest.

Chapter 2: Cultures

Creating a Culture

To create a culture, simply distribute 8 points between cultural traits. A type of trait can be included in a culture more than once (for example two skill proficiencies), unless its description says otherwise.

Trait Costs
Trait Type Point Cost
Skill Proficiency 4
Tool Proficiency 2
Simple or Martial Weapon Proficiency 1
Light Armor Proficiency 4
Medium Armor Proficiency 4
Firearm Proficiency 3
Improvised Weapons Proficiency 3
Language 1
Cantrip 4
Special Trait Varies

Trait Types

Skill Proficiency. You gain proficiency in a skill you choose from a list determined by your culture.

Tool Proficiency. You gain proficiency with a tool you choose from a list determined by your culture.

Simple or Martial Weapon Proficiency. You gain proficiency with a simple or martial weapon you choose from a list determined by your culture.

Light Armor Proficiency. You gain proficiency with light armor. If you are already proficient with light armor, you gain proficiency with medium armor instead.

Medium Armor Proficiency. You gain proficiency with medium armor. If you don't have proficiency with light armor, you gain proficiency with light armor instead.

Firearm Proficiency. You gain proficiency with firearms.

Improvised Weapons Proficiency. You gain proficiency with improvised weapons.

Language. You learn to speak, read and write one language determined by your culture.

Cantrip. You learn one cantrip from a spell list determined by your culture. Your spellcasting ability depends on the spell list the cantrip is from. This type of trait can be included in a culture only once.

Spell List Spellcasting Ability
Bard, Sorcerer, Warlock Charisma
Artificer, Wizard Intelligence
Cleric, Druid Wisdom

Special Trait. You gain a special trait determined by your culture. Example special traits and their point costs:

  • Artificer's Lore. (3 points) Whenever you make an Intelligence (History) or Intelligence (Arcana) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

  • Bravery. (3 points) You have advantage on saving throws against being frightened.

  • Cunning Artisan. (2 points) As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

  • Hidden Step. (4 points) As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a long rest.

  • Serenity. (3 points) You have advantage on saving throws against being charmed.

  • Tinker. (5 points) You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Example Cultures

Archetypal Rock Gnome Culture

Artificer's Lore. (3 points) Whenever you make an Intelligence (History) or Intelligence (Arcana) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. (5 points) You have proficiency with tinker’s tools. If you are already proficient with tinker's tools, you gain proficiency with a set of artisan's tools of your chioce instead. Using tinker's tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Archetypal Lizardfolk Culture

Cunning Artisan. (2 points) As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Skill Proficiency. (4 points) You have proficiency in one skill of your choice from the following list: Survival, Nature, Perception, Stealth.

Weapon Proficiency. (2x1 point) You have proficiency with maces and javelins. If you are already proficient with both of these weapons, you gain proficiency with a tool of your choice instead.

Archetypal Human Culture

Skill Proficiency. (4 points) You have proficiency in one skill of your choice.

Language. (1 point) You can speak, read and write one language of your choice.

Tool Proficiency. (2 points) You have proficiency with a tool of your choice.

Weapon proficiency. (1 point) You have proficiency with spears. If you are already proficient with spears, you learn to speak, read and write a language of your choice.

Archetypal High Elf Culture

Skill Proficiency. (4 points) You have proficiency in the Arcana skill.

Weapon Proficiency. (4x1 point) You have proficiency with longswords, shortswords, longbows and shortbows. If you are already proficient with all of these weapons, you gain proficiency in a skill of your choice instead.

Archetypal Mountain Dwarf Culture

Light Armor Proficiency. (4 points) You have proficiency with light armor. If you are already proficient with light armor, you gain proficiency with medium armor instead. If you are already proficient with medium armor, you gain proficiency in a skill of your choice.

Stonecunning. (2 points) Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Weapon Proficiency. (2x1 point) You have proficiency with two of the following weapons: handaxes, battleaxes, light hammers and warhammers. If you are already proficient with all of these weapons, you gain proficiency with a tool of your choice instead.

Archetypal Halfling Culture

Bravery. (3 points) You have advantage on saving throws against being frightened.

Tool Proficiency. (2x2 points) You have proficiency with two of the following tools: cook's utensils, brewer's supplies, a musical instrument and a gaming set.

Weapon Proficiency. (1 point) You have proficiency with slings. If you are already proficient with slings, you learn to speak, read and write a language of your choice.

Archetypal Feywild Culture

Hidden Step. (4 points) As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a long rest.

Skill Proficiency. (4 points) You have proficiency in one of the following skills of your choice: Deception, Nature, Performance, Sleight of Hand and Stealth.

Archetypal Orc Culture

Skill Proficiency. (2x4 points) You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Archetypal Wood Elf Culture

Cantrip. (4 points) You know one cantrip from the druid spell list. Wisdom is your spellcasting ability for it.

Weapon Proficiency. (2x1 point) You have proficiency with two of the following weapons: longswords, shortswords, longbows and shortbows. If you are already proficient with all of these weapons, you gain proficiency with a tool of your choice instead.

Tool Proficiency. (2 points) You have proficiency with the herbalism kit.

Archetypal Hill Dwarf Culture

Stonecunning. (2 points) Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Weapon Proficiency. (2x1 point) You have proficiency with two of the following weapons: handaxes, battleaxes, light hammers and warhammers. If you are already proficient with all of these weapons, you gain proficiency with a tool of your choice instead.

Tool Proficiency. (2x2 points) You have proficiency with two of the following tools of your choice: brewer's tools, mason's tools and smith's tools.

 

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