Professional Documents
Culture Documents
CULTURES
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Table of Contents
Introduction --------------------------3 Leshan --------------------------------- 28
Abolethi -------------------------------- 5 Naga Kin ------------------------------ 29
Apri --------------------------------------- 5 Oozeling ------------------------------ 30
Aster ------------------------------------- 6 Owlbear Kin ------------------------- 33
Behirborn ------------------------------ 8 Pachyderman ------------------------ 33
Blink Dog ------------------------------- 9 Phoenix Born ------------------------34
Bulette Folk ------------------------- 10 Psilocybe ------------------------------- 35
Centaur ----------------------------------11
Raven Kin ------------------------------ 36
Cephalid -------------------------------- 12
Salamandrite ----------------------- 37
The Combined ------------------------- 13
Scorpian ------------------------------- 38
Devan ----------------------------------- 14
Selkie Folk ---------------------------- 39
Djinn-Blessed ---------------------------15
Sobekite -------------------------------40
Drider ------------------------------------16
Sphinx Folk --------------------------- 41
Earthborn ---------------------------- 17
Spirit Bound ------------------------- 42
Efreeti-Touched ---------------------18
Tarrasquer ------------------------- 42
Elf: Fey & Shadow ------------------19
Unicoran ----------------------------- 44
Erinyesi --------------------------------20
Ettinfolk ------------------------------ 21 Vinefolk -------------------------------45
Gargoyle ------------------------------23 Waterborne ------------------------- 46
Glabrezan --------------------------- 24 Yetikin --------------------------------- 47
Harpy ---------------------------------- 24 Geographic Cultural
Hobgoblin ---------------------------- 26 Traits --------------------------- 48
Kraken Folk ------------------------ 26 Planar Cultural Traits -------52
Leonine --------------------------------- 27 Legal Information ----------------57
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Ability Score Increase. Your Charisma score
Abolethi increases by 2 and your Strength by 1.
Abolethis are humans who were once thralls Alignment. Abolethi communities tend to value
of the ancient, evil aboleth empire. Many autonomy and individual difference, perhaps as
centuries ago, they regained their freedom, a result of the abolethi once having been thralls.
though they still carry the effects of their Their members tend toward neutrality, but those
millennia of proximity to the aberrations. of all alignments can be found among them.
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Size. Apri are human in size and
shape. Your size is Medium. Aster
Speed. Your base walking speed is 30 feet. Asters are humanoids that dwell primarily on
the Astral and Outer Planes. Millennia ago,
Relentless. Apri are hardy folk capable of the asters were thralls of a cosmic empire
absorbing hits that would drop other creatures. that spanned worlds and planes known as the
If you take damage less that twice your phorcysites (see the quasi-phorcysite playable
proficiency bonus that would reduce you to 0 hit ancestry in Custom Ancestries & Cultures). The
points, you are reduced to 1 hit point instead. thralls served the phorcysites for ages untold,
until a champion arose among them who took
Tusks. You have long teeth that grow from
the name Aster for themself. Aster led their
your lower jaw and protrude out of your
fellows in rebellion against the phorcysites,
mouth, which you can use to make unarmed
eventually winning their freedom. In honor of
strikes. On a hit, you deal slashing damage
Aster, the thralls took their name and became
equal to 1d6 + your Strength modifier.
the aster. In the centuries since Aster’s time,
the aster have split into two cultures, one
which travels the Astral Plane, raiding those
Apri Cultural Traits who travel there and searching the multiverse
Apri communities can be found virtually for any remaining phorcysites, and another
anywhere, though most commonly in forests who adopted a monastic life, retreating to the
and hilly areas. Most apri villages are small and outer planes in an attempt to rebuild their
matriarchal, with adults working together to culture after millennia of servitude. These two
raise children collectively. Young adults from groups of aster do not always agree, especially
these communities often leave their villages with regard to how central the continued hunt
to find their fortunes abroad, sometimes for any remaining phorcysites should be.
returning once they are ready to settle down,
but other times joining communities they Aster Ancestral Traits
encounter elsewhere. Most who grow up in
Those of aster ancestry resemble tall, gaunt
apri communities share certain traits.
humans with yellow, green, and brown skin, with
Ability Score Increase. Your Constitution score a variety of hair colors. Asters tend to have certain
increases by 2 and your Wisdom score by 1. traits.
Alignment. Apri communities tend to be Age. Asters mature at the same rate as humans,
direct and forthright, valuing honesty and but spend much of their time on the Astral
bluntness. Their members tend to toward law. and Outer planes, where beings do not age. As
such, asters can live indefinitely. If they spend
Charge. Apri communities teach their their entire lives on the material plane, however,
young to tackle problems head on, including they would live roughly two hundred years.
foes in combat. If you move at least 20 feet
straight toward a target and then hit it with Size. Asters are human in size and shape. Your
a melee attack on the same turn, the target size is Medium.
takes an extra 3 (1d6) damage. If the target
Speed. Your base walking speed is 30 feet.
is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone. Psychic Scarring. Asters rose up against their
phorcysite masters long ago, but the aster people
Omnivorous. Apri communities have a very
retain vestiges of that rebellion. The phorcysites
broad conception of what is and is not edible. As
themselves were powerful psionic users who used
such, those who grow up in these communities
their powers to control their thralls, but Aster
develop strong intestinal fortitude. You have
developed a talent for resisting these effects, a
advantage on saving throws against poison, and
talent which continues in asters to this day. You
you have resistance against poison damage.
have advantage on saving throws against being
Languages. You speak, read, charmed and frightened, and you are immune to
and write Common. any effect that would read your thoughts.
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greatsword, and heavy crossbow.
Aster Raider Cultural Traits
Languages. You speak, read, and
Aster raiders sail the Astral Sea in write Common and one other
magical vessels, the designs language of your choice.
for which were stolen from
their former masters, the
phorcysites, long ago.
These communities
Aster Monk
purport to be in Cultural Traits
the business of
Aster monks retreated
hunting down the
to the Outer Planes
last remaining
and there formed
phorcysites, but they
several monastic
end up spending
communities,
much of their
attempting to
time engaged in
rebuild – or
multiplanar piracy.
create anew –
When not raiding,
a culture and
the aster raiders
identity not
dwell on several
forged merely
islands floating
as a reaction to
in the Astral
the phorcysites.
Sea. The
These communities
welcome any who
wish to study the
reflective ways of
mindfulness and
communities
focus that the aster
there, as well
monks revere. Most
as on the vessels,
who grow up in aster
are militaristic
monk communities
in structure. These
share certain traits.
communities allow
outsiders, but require Ability Score Increase.
that they follow the Your Constitution score
strict codes of the increases by 2 and your
communities. Intelligence score by 1.
Most who grow
up in aster raider Alignment. Aster
communities monk communities
share certain focus on self-
traits. discipline over all else and,
as such, these communities
Ability Score Increase. Your Strength score tend toward law and neutrality.
increases by 2 and your Intelligence score by 1.
Aster Monk Psionics. Aster monks are not
Alignment. Aster raider communities have a pacifists, but their communities willfully chose
martial culture and tend strongly toward law. to turn away from the sword and toward self-
development. Grasping hold of the gift given to
Military Training. The young in aster raider
the aster by their namesake, the aster monks
communities learn the ways of war, so that
developed their innate psionic strengths and
they might participate in the great hunt and
now teach their young these techniques. You
contribute to the raids that support aster raider
know the mage hand cantrip. When you reach
society. You have proficiency with light armor,
3rd level, you can cast the shield spell once
medium armor, shields, shortsword, longsword,
with this trait. When you reach 5th level, you
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can cast the detect thoughts spell once with this on the fingers of their four arms that allow them
trait. You regain the ability to cast these spells to make unarmed strikes as well as to climb more
when you finish a long rest. When you cast efficiently. You have a base climbing speed of 20
them, you do not need any components, as you feet. You can also scratch as an unarmed strike.
use the innate focus of your mind. Intelligence On a hit, you deal slashing damage equal to 1d4
is your spellcasting ability for these spells. + your Strength modifier.
Languages. You speak, read, and write Common Lightning Breath. Behirborn can make a breath
and one other language of your choice. weapon attack, shooting lightning in a 5-foot-
wide, 30-foot-long line. When you use your
breath weapon, each creature in the area of the
Behirborn exhalation must make a saving throw. The DC for
this saving throw equals 8 + your Constitution
Behirborn are humanoids descended from the modifier + your proficiency bonus. A creature
monstrosity known as the behir, a twelve limbed, takes 2d6 lightning damage on a failed save, and
blue, lightning breathing serpent foe of the half as much damage on a successful one. The
dragons. The gods of the giants, seeing that the damage increases to 3d6 at 6th level, 4d6 at 11th
draconic gods had created the dragonborn, would level, and 5d6 at 16th level. After you use your
not be outdone. And so the behirborn were made. breath weapon, you can’t use it again until you
The wars between giants and dragons having complete a short or long rest.
long since simmered down to mere animosity,
behirborn find themselves in the world free to live
their lives as they please. Behirborn Cultural Traits
Behirborn communities are most often found in
mountainous regions or in caverns underground,
Behirborn Ancestral Traits though they are few. These communities have
Behirborn are humanoid, with blue skin and small oral traditions that relate their origins and the
horns, but no hair. They have long torsos with tales of the wars between the dragons and the
four equally strong arms, as well as sharp claws giants. Most often, these tales depict the giants as
and lightning breath. They usually have smooth the protagonists, though many folks in behirborn
scales and a serpentine tail as well. Behirborn communities understand the bias implicit in
have certain traits. their old tales. Behirborn community traditions
often include athletic competitions, especially
Age. Behirborn are born from soft-shelled eggs wrestling, at which they excel. Perhaps as a result
and mature at the same rate as humans, though of their giant origins, behirborn communities
they live a bit longer, to at least 120. tend to be hierarchical as well. Folks who grow
up in behirborn communities tend to have certain
Size. Behirborn are slender and tall, though
traits.
roughly the same size and weight as humans.
Your size is Medium. Ability Score Increase. Your Strength score
increases by 2 and your Wisdom by 1.
Speed. Your base walking speed is 30 feet. You
have a climbing speed of 20 feet. Alignment. Those who grow up in behirborn
communities are taught traditions of respecting
Four-Armed. Behir often have ten to twelve limbs
elders and social rank based on merit and strength.
along their long, serpentine body, but behirborn
As such, these communities tend toward law.
only have six – four arms and two legs. Having
four arms allows you to wield multiple weapons or Lore of the Dragons and Giants. You have
have an extra hand to cast the somatic component heard the tales a thousand times and know more
of a spell, though they do not grant additional than most of the lives of giants and dragons. You
attacks. You can take the Use An Object action have proficiency in History. When you roll history
as a bonus action. to recall lore about giants or dragons, you roll
with advantage.
Climbing Claws. Behirborn have sharp talons
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Wrestler. Those who live in behirborn Blink. Blink dogs can teleport short distances
communities often take part in regular wrestling several times a day. As a bonus action, you can
competitions. You have proficiency in Athletics. magically teleport, along with any equipment
you are wearing or carrying, up to 40 feet to an
Languages. You speak, read, and write Common unoccupied space you can see. You can use this
and Giant. feature a number of times equal to your Wisdom
modifier (a minimum
of once). You regain
Blink Dog any expended uses
when you finish a
Blink dogs are intelligent fey canines who hail from short or long rest.
the plane of faerie. Their origins are unknown,
though they have likely existed among the fey for
millennia. They are not often encountered on the
material plane, but certainly exist there in packs,
as well as on their own.
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Ambush Hunters. Blink dog communities usually Claws and Teeth. Bulette folk have inherited
train their young in ambush hunting, leading the predatory instruments of the bulette. You can
them to be good at hiding in wait for their prey. bite or scratch as an unarmed strike. On a hit,
You have proficiency in Stealth and Perception. you deal slashing damage equal to 1d6 + your
Strength modifier.
Languages. You speak, read, and write Common
and Sylvan. Burrower. Thanks to your strong arms and
heavy claws, you can burrow through the earth,
though not through solid or worked stone. When
Bulette Folk moving through earth, you have a burrow speed
of 20 feet.
Bulette folk are humanoids that resemble the
burrowing hunters known as bulettes. Sometimes
called land sharks, bulettes burrow through the Bulette Folk Cultural Traits
earth, erupting beneath their prey. Bulette folk Several small bulette folk communities exist,
are said to be magical creations of ancient dwarves more than one of which was formed shortly after
who planned an assault on surface dwellers. the bulette folk battalion was routed. These
Taking dwarven volunteers and crossing them communities allow those of non-bulette folk
with the fearsome subterranean monstrosities, ancestry to join, though much of the culture
the dwarven wizards created a battalion of bulette involves burrowing and subterranean activity.
folk to serve their ends. Even with the shocking Thus those who cannot themselves burrow are
introduction of the bulette folk troops into battle, often paired with a bulette folk as a guide and
however, the dwarven forces were routed and the companion, so that the non-burrower might
bulette folk scattered. reach the community’s subterranean homes.
These relationships of ancestral bulette folk and
Bulette Folk Ancestral Traits non-bulette folk have become one of the hallmark
features of bulette folk communities.
Bulette folk are taller than dwarves and smaller
than bulettes, making them roughly the size of Ability Score Increase. Your Strength score
tall, heavy humans. They have bony plates on increases by 2 and your Constitution by 1.
their bodies that protect them, as well as large,
Alignment. Those who grow up in bulette folk
strong jaws. Their hands are wide and very
communities learn early on to respect difference
strong, with fingers ending in thick claws suitable
and to see those of different ancestries as equals,
for burrowing. They have tiny hairs in between
thanks in part to their practice of mixed ancestry
their bony plates, which they can be trained to
friendship pairs. These communities tend toward
use to detect movement while burrowing through
goodness.
the earth. Bulette folk have certain traits.
Earth Listeners. Those who grow up burrowing
Age. Bulette folk mature more slowly than
or following the burrows of bulette folk learn to
humans, a result of their dwarven hybrid ancestry.
sense movement in the solid soil around them
They reach adulthood by thirty and live roughly
from the subtle vibrations such movements emit.
three hundred years.
You have tremorsense to a range of ten feet.
Size. Bulette folk are broad and at least as tall as
Leaping Ambush. Like the bulettes from which
humans, though they tend to weigh a good deal
the ancestral bulette folk descend, bulette
more. On average they are six feet tall and weigh
folk communities practice ambush hunting by
three hundred pounds. Your size is Medium.
bursting from out of the ground and leaping at
Speed. Your base walking speed is 30 feet. You foes. Even those who cannot burrow learn these
have a burrowing speed of 20 feet. leaping attacks. Add ten feet to your running
long jump distance and five feet to your high
Bony Plates. Bony plates cover a bulette folk’s jump distance. When you hit a foe of your size or
body. When you aren’t wearing armor, your AC smaller with a melee attack after leaping at least
is 13 + your Dexterity modifier. You can use this ten feet, they must make a DC 13 Strength saving
score to determine your AC if worn armor would throw or be knocked prone.
leave you with a lower score.
Languages. You speak, read, and write Common
and Terran.
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rhythms with their celebrations and practices.
Centaur Most centaur communities are tightly knit as
well, thinking of each other as one extended
Centaurs are fey creatures that traditionally
family. Because of these diverse and varied
dwell in the wilder parts of the ancient
communities, you have certain traits.
forests. Their origin is unknown.
Ability Score Increase. Your Strength
Centaur Ancestral Traits score increases by 2. In addition,
your Wisdom increases by 1.
Centaurs are equine-human hybrids, with the
body of a horse and the torso, arms, and head Alignment. Members of centaur communities
of a human. Centaurs have certain traits. tend to follow the cycles of nature, but also
tend to show compassion for their fellows.
Age. Centaurs mature at the same rate as They tend toward neutrality or goodness.
humans and live about as long.
Quick Charge. Centaur communities teach
Size. Centaurs are taller than humans, their young the ways of centaur combat,
thanks to their equine lower which includes a charging attack. If you move
half, standing at least 7 at least 30 feet straight toward a target and
feet tall. Their equine lower then hit it with a melee weapon attack on the
half extends back four to five same turn, you can immediately follow that
feet. Your size is Medium. attack with another attack as a bonus action.
Speed. Your base walking Languages. You can speak, read,
speed is 40 feet. and write Common and Sylvan.
Fey. You have the Fey creature type.
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beak of a mouth, making them appear something
Cephalid like a human with an octopus for a head. The
cephalid’s tentacles are one to two feet long and
Cephalids are humanoids whose progenitors
prehensile, and cephalids use them to bring food
served or encountered beings from the Outer
to their concealed mouths. Beyond that, they are
Realms. Some passed through portals and
thin and relatively tall, with long, spidery fingers.
momentarily found themselves in the presence of
Cephalids have certain traits.
Azathoth or Yog-Sothoth. Simply by being in the
presence of such entities warps mortal beings in Age. Cephalids are born in watery pools of slime
profound ways, and these experiences cannot be from eggs that their parents jointly secrete in a
expressed in mortal language. Other humanoids process that some non-cephalids find disturbing.
joined cults and worshipped being from beyond After the eggs are laid and fertilized, the parents
space and time like Nyarlathotep or Shub- eat many of them, until only a few remain, which
Niggurath and were transformed, though whether eventually hatch a few weeks later. From this
this was as a reward or a punishment is uncertain. point, cephalids take ten years to reach adulthood,
Either way, these experiences warped their minds though they can live to be upward to 70 years old.
and transformed their bodies, resulting in the
ancestry now known as the cephalids. Size. Cephalids are the same size and weight as
humans. Your size is Medium.
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unsurprisingly, many visitors find this upsetting. to see all humanoids draw closer to the gods,
Yet many other cephalid villages simply want to they offer the ritual of transformation to any who
go about their relatively mundane lives in peace, desire it, whether or not they share the Order’s
even though they do indeed sing strange, atonal views. Even so, the priests recognize that the
songs to their children and dance unnatural jigs ritual is extreme, and respect any who choose
in silence at their seasonal ceremonies. Thus it not to undergo the transformation, viewing
can be hard to generalize about those who grew the decision as a deeply personal choice.
up in cephalid communities.
These priests of self-experimentation operate
Ability Score Increase. Your Intelligence score out of several remote monasteries, where
increases by 2 and your Constitution by 1. they study and perfect the magics necessary
to perform the combination rituals.
Alignment. Those who grow up in cephalid
communities are quite often more in tune with
the disorder of the Outer Realms. As such, they
Combined Ancestral Traits
communities tend toward chaos. The combined are people of another humanoid
ancestry who only choose to become combined
Eldritch Psionics. Cephalid communities have as adults. They hail from any other humanoid
forebears who gained unnatural psychic practices ancestry, though humans tend to make up their
learned from the Outer Realm. You know the majority. Through the ritual of combination, a
eldritch blast cantrip. When you reach 3rd level, body part of one of the holy beasts is magically
you can cast the hideous laughter spell once with grafted onto the humanoid’s body, merging
this trait. When you reach 5th level, you can cast the two. Once complete, the added body part
the alter self spell once with this trait. Because is a true part of the humanoid; effects like the
you use psionics to create these effects, you do not dispel magic spell or an anti-magic field have
need to use any spell components when casting no effect on the animal graft of a combined.
these spells and Intelligence is your spellcasting
ability. You regain the ability to cast these spells Choose an ancestry that represents your
with this trait when you finish a long rest. ancestry from before you underwent your
combination ritual. Then select one trait from
Eerie Intuition. Those who grow up among the that ancestry other than Age, Size, Speed, or
cephalids become used to their uncanny ability to Darkvision, and replace it with one from the
tell what might be bothering someone. You have Ritual of Combination list below. You may
proficiency in Insight. choose this ancestry at character creation
or, if the GM allows, whenever you have a
Languages. You speak, read, and write Common chance to visit one of the remote monasteries
and Deep Speech. during play. At your GM’s discretion, you
may return to the monastery at fifth level or
The Combined higher and undergo the ritual again, adding
a second trait for free from the list below.
The combined, as they call themselves, are
The Ritual of Combination. Those who visit the
humanoids who use magic to graft and
combined monasteries are given the opportunity
grow animal limbs and organs from reptiles,
to undergo the ritual of combination. This
amphibians, and fish onto their bodies.
multi-day, celebratory affair ends in a magical
This body modification occurs through a
ritual in which animal parts are grafted onto
magical ritual that lasts several days and
you. Choose one of the following traits:
includes a series of purifying ceremonies.
Bat Wings. Leathery skin connecting
The priests and priestesses who perform this the underside of your arms with the
ritual are themselves combined. Their order, sides of your torso allows you to glide for
the Order of Combination, believes that the short distances. As long as you aren’t
animals others see as lower – the fish, reptiles, incapacitated, you can reduce falling
and amphibians – are actually closest to the damage to zero from a fall up to 100 feet
gods. They take it as their holy mission to help in distance. What’s more, when you fall,
others draw closer to the gods by adopting the you can move two feet in a horizontal
forms of these beasts. And because they wish direction for every foot you fall.
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Gecko Fingers. You have sticky, while others do not, and the members of
coarse pads on your hands and these communities accept either choice
feet that allow you to climb vertical as valid. Those who reach adulthood in
surfaces. You have a climbing speed combined communities share certain traits.
equal to your walking speed.
Ability Score Increase. Your Constitution
Shark Gills. You have gills along your score increases by 2 and two other abilities
ribs that allow you to breathe underwater, of your choice also increase by 1.
as well as webbed fingers and toes. You
can breathe in air and water and have a Alignment. Combined communities literally
swim speed equal to your walking speed. change their bodies, which leads to a broad
acceptance of folks changing their minds and
Squid Tentacles. You graft two forging individual paths as well. The members
cephalopodan tentacles onto your of these communities tend away from law.
torso, allowing you to grab onto
objects and foes. When you use your Biomancers. Those who grow up among the
action to attempt to grapple a foe, combined learn more about humanoid and
you do so with advantage. As a bonus animal biology and magic than most. You
action, you can use your tentacles have proficiency in Medicine and Arcana.
to take the Use an Item action. Languages. You speak, read, and write
Crab Shell. Your skin hardens to Common and one other language of your choice.
resemble the shell of a crustacean. When
Devan
you aren’t wearing armor, your AC is 13
+ your Dexterity modifier. You can use
this score to determine your AC if worn Devans are humanoids descended from celestials
armor would leave you with a lower score. known as devas. These divine forebears were
Spitting Viper Venom. You grow venom often tasked with spending time among mortals,
sacks in your throat and are able to spit disguised as one of them. In rare cases, such
venom. When you do so, you spit at a devas fell in love with mortals and had offspring
creature you can see within 10 feet and with them, resulting in small communities
project a spout of noxious spittle. The of those who descend from such unions.
creature must succeed on a Constitution
saving throw or take 1d12 poison Devan Ancestral Traits
damage. At 5th level, the damage increases
to 2d12. At 11th level, it increases to 3d12 Those of devan ancestry can vary in their
and at 17th level it increases to 4d12. appearance as widely as other humans,
though their skin and eyes glow faintly
with an otherworldly luster. This glow
Combined Cultural Traits is not quite enough to cast light in the
Combined communities are places of darkness, but it is noticeable to others.
experimentation and radical self-exploration.
Age. Devans mature at the same
These communities are usually centered
rate as humans, but live for
around one of the monasteries at which the
somewhat longer, often to 150.
ritual of combination takes place. Those who
grow up in these communities tend to develop Size. Devans are human in size and
very expansive notions of self-improvement, shape. Your size is Medium.
extending to body modification and, of course,
the magical ritual of combination itself. Children Speed. Your base walking speed is 30 feet.
of combined are not themselves combined,
inheriting only the original ancestral traits of Darkvision. Perhaps because of their lightborn
their parents. Upon reaching adulthood, they heritage, devans can see despite the darkness.
are given the choice to become combined or You can see in dim light within 60 feet of
to remain as they are born. Some in these you as if it were bright light, and in darkness
communities choose to become combined as if it were dim light. You can’t discern
color in darkness, only shades of gray.
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Inner Radiance. Like their eyes and skin, their reputation as tricksters as well. Their
devan blood also glows faintly, a sign that their fondness for humans has naturally led to the
bodies are replete with radiant energies. You occasional offspring, and now there are more
have resistance to radiant damage. What’s more, than a few who descend from them, carrying
when you take slashing or piercing damage from the blessings of this unique ancestry.
a creature you can see within 60 feet, you can
use your Reaction to cast the hellish rebuke
spell once with this trait, but the spell does Djinn-Blessed Ancestral Traits
radiant damage instead. You regain the ability
to do so when you finish a short or long rest. Those blessed by djinn ancestry appear
humanoid, with blue skin of varying
shades.They more often than not have
Devan Cultural Traits dark hair and eyes, though not always.
Your djinn-blessed character has several
Devan communities most often celebrate distinctive features due to this ancestry.
their celestial heritage. As such, they feature
temples to lawful good deities and have Age. Djinn-blessed mature at the same rate
practices that celebrate the sunrise and as humans and live for about as long.
spring. Such communities often have a strong Size. Djinn-blessed are human in size
clergy, even among those who live in these and shape, though tend to be tall and
communities who are not of devan ancestry. athletic. Your size is Medium.
Above all, these communities are known for
taking in refugees and those who suffer. Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Charisma score Darkvision. Because of the magical creatures
increases by 2 and your Wisdom score by 1. in their ancestry, djinn-blessed can see in
darkness. You can see in dim light within
Alignment. Devan communities usually 60 feet of you as if it were bright light, and
pride themselves on their celestial heritage; in darkness as if it were dim light. You can’t
as such, they more often lean toward law discern color in darkness, only shades of gray.
and goodness. There are notable exceptions,
however, and individuals within these Friend of the Storms. Because their
communities span all moralities. ancestors were creatures of elemental air,
djinn-blessed are less vulnerable to the
Celestial Magic. Devan communities teach energies of sky and storm. You are resistant
their young certain magics that hold a special to lightning and thunder damage.
place in their cultural heritage. You know the
light cantrip and can cast it without its material
component. When you reach 3rd level, you
can cast the cure wounds spell once with this
Djinn-Blessed Cultural Traits
trait. When you reach 5th level, you can cast Djinn-blessed communities are not common,
the alter self spell once with this trait. You as those of djinn-blessed ancestry tend to
regain the ability to cast these spells with this wander from place to place, traveling where
trait when you finish a long rest. Charisma the wind takes them. When they do settle
is your spellcasting ability for these spells. down and form communities, however, these
villages tend to be informal and disorganized
Languages. You speak, read, and
places, feeling more like temporary
write Common and Celestial.
communes than long-established bastions.
The djinn-blessed are humans descended Alignment. Djinn-blessed communities are full
from the union of humans and a djinn, a of free-spirited folk who change their minds as
genie of elemental air. The djinn are known to often as the wind. As such, their communities
be friendly with humans, though they enjoy tend toward chaos, though away from evil.
15
Elemental Magic. Djinn-blessed communities tale not to blaspheme or offend their gods. To
enjoy passing along the magical traditions others, the driders are believed to be the result
that their djinn-blessed ancestral members of dark elven magic long ago. Still other sages
learned from their forebears. You know the believe both tales are true – that driders were
shocking grasp cantrip and can cast it without originally created by the deep eleven gods but
its material component. When you reach 3rd have since been replicated by unnatural magics.
level, you can cast the thunderwave spell once Whatever their origins, once created, driders are
with this trait. When you reach 5th level, you their own creatures, no longer elven but drider.
can cast the gust of wind spell once with this
trait, without its material component. You Drider Ancestral Traits
regain the ability to cast these spells with this Driders are arachnid-elven hybrids, with
trait when you finish a long rest. Charisma the body of a giant spider and the torso,
is your spellcasting ability for these spells. arms, and head of an elf emerging from
the head of the spider form. Like giant
Languages. You speak, read, and spiders, driders have large abdomens and
write Common and Auran. eight arachnid legs, with which they can
navigate webs with ease. Individuals of
Drider drider ancestry possess certain traits.
Driders are a combination of elf and Age. Driders mature at the same rate
giant spider, in a union reminiscent of as elves and live about as long.
a centaur. Records of driders dwelling
underground go back for millennia. Size. Driders are taller than humans, thanks to
For the deep elven communities, the their giant arachnid lower half, standing roughly
driders represent a cautionary 7 feet tall. Their arachnid lower half extends
back four to five feet. Your size is Medium.
Sunlight Sensitivity. People who lives Age. Earthborn mature at the same rate
their whole lives in drider communities as humans and live for about as long.
never see the sun. While in sunlight, you Size. Earthborn are human in size
have disadvantage on attack rolls, as well and shape, though tend to be short
as on Wisdom (Perception) checks that rely and strong. Your size is Medium.
on sight. You lose this trait once you have
spent a year ore more above ground. Speed. Your base walking speed is 30 feet.
Drider Sorcery. Drider communities teach Darkvision. Because their earth genie ancestors
their young the ways of drider magic, in part spent much time beneath the ground, earthborn
inherited from their elven forebears. You know can see in darkness. You can see in dim light
the dancing lights cantrip. When you reach within 60 feet of you as if it were bright light,
3rd level, you can cast the faerie fire spell once and in darkness as if it were dim light. You can’t
with this trait. When you reach 5th level, you discern color in darkness, only shades of gray.
can cast the darkness spell once with this
trait, without needing a material component. Steadfast. Earthborn are denser and
You regain the ability to cast these spells with heavier than most other creatures of their
this trait when you finish a long rest. Wisdom size, making them more difficult to knock
is your spellcasting ability for these spells. down. You have advantage on Strength or
Dexterity rolls to resist being knocked prone.
Languages. You can speak, read, and write
Common, Undercommon, and Elven. Stoneborn. Because their ancestors were
creatures of elemental earth, earthborn
are not vulnerable to petrification. You
are immune to the petrified condition.
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Earthborn Cultural Traits Efreeti-Touched
Earthborn communities are most often found in The efreeti-touched are humanoids descended
the mountains or beneath the earth in caverns. from the union of humans and an efreeti, a
These communities are often dour places, with genie of elemental fire. The efreeti themselves
a tendency to resist change; indeed, a kind of are usually cruel and devious creatures who
inertia settles over most folks who dwell in these view humanoids as beneath contempt, though
communities. This can lead to some conflict with this personality is not heritable and so is not
visitors, or their own young people, who might found among the efreeti-touched any more
wish for things to change more quickly than they than it is among other humanoids. Arcanists
do in such places. Whereas a young member of report that human warlocks who made pacts
an earthborn community might complain about of service to efreeti lords received an aspect of
the intransigent nature of their community, efreeti power and nature as payment for their
an earthborn elder most often would praise services, thus creating the efreeti-touched.
this same conservatism, calling it wisdom.
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wings, which match their other coloring. with the longsword and longbow, as well
Their skin can be a variety of hues but is as with medium and heavy armor.
always pristine and healthy. They sometimes
features horns and tails, but just as often do Languages. You speak, read, and
not. Erinyesi tend to have certain traits. write Common and Infernal.
Flesh constructs are humanoids in shape and Dilletante. You are proficient in one
size, but made of pieces of other humanoids skill and with one tool of your choice.
sewn together and endowed with life through
Languages. You can speak, read, and
magic. They resemble a human sized flesh
write Common and one other language
golem, but with an awareness in their eyes,
of your choice, most likely of the
indicating their intelligence. Each flesh construct
culture in which you were created.
is unique, a product of the amalgam of creatures
that went into creating them. Your flesh
22
you reach 5th level, you may remain aloft
Gargoyle for up to 1 hour per day, all at once or in
several shorter flights. You regain one hour of
Gargoyles are sentient stone statues that
flying time when you complete a long rest.
usually resemble devils or demons, though
they can have a variety of appearances. Sages Rocky Talons. Gargoyles have hard stone
say that gargoyles are the result of demonic talons, with which they can claw as an
or devilish influence on the elemental plane of unarmed strike. On a hit, you deal slashing
earth, though others argue that gargoyles were damage equal to 1d4 + your Strength modifier.
created as soldiers by an elemental lord of rock When you hit with a bite, you can attempt
and stone. Some gargoyles serve evil creatures, to grapple the foe as a bonus action.
fulfilling the unsavory tasks for which they
were created, but many do not. Indeed, some Stone Form. A gargoyle is made from solid
have broken free from a life of evil servitude or stone. When you aren’t wearing armor, your
were created with no such purpose in mind. AC is 13 + your Dexterity modifier. You can
use this score to determine your AC if worn
armor would leave you with a lower score. You
Gargoyle Ancestral Traits are also immune to the petrified condition.
24
Harpy Ancestral Traits Harpy Cultural Traits
Those of harpy ancestry have the legs, talons, Harpy communities are usually found
and wings of a giant vulture and the torso, in remote areas, often in the mountains.
arms and head of a human. More often than Despite their isolation and reputation, harpy
not, harpies are assigned female at birth, communities welcome visitors and tend
but all genders can be found among the to make good hosts. Among their cultural
harpies. Harpies tend to have certain traits. practices, harpy communities excel at music
and song, including it in their children’s
Age. Harpies mature at the same rate as education from a young age. Harpy towns
humans and live for about as long. usually have at least several vibrant faith
Size. Harpies are the same height as humans, communities as well, perhaps a vestige of the
though they rarely weigh more than one divine calling of harpy ancestry long ago.
hundred pounds. Your size is Medium. Ability Score Increase. Your Dexterity
Speed. Your base walking score increases by 2 and
speed is 30 feet. your Charisma by 1.
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Ability Score Increase. Your Strength score
Hobgoblin increases by 2 and your Intelligence score by 1.
Hobgoblins are humanoids related to goblins Alignment. Hobgoblin communities are
and bugbears and often found among them. most often very regimented according
Their origins are unknown, though their to a military philosophy. As such,
history has always been entwined with the their members tend toward law.
other two goblinoid ancestries. Indeed, in
many old hobgoblin tales, hobgoblins occupied Martial Training. Hobgoblin communities
positions of leadership in multicultural instill martial combat training in their members
goblinoid communities. Whether these tales from a very young age. You have proficiency
are self-serving are accurate is unknown. with longsword, longbow, and shield.
Hobgoblin communities are found in any Size. Kraken folk are human in size, though
environment, but are usually structured like a tend to be short and squat. Your size is Medium.
military encampment. Often, these communities
Speed. Your base walking speed is 25 feet.
have shared dormitories, or barracks, well-
organized educational training systems,
and efficient and productive craftspeople.
26
Darkvision. Due to centuries of life in the with animals spell once with this trait. When
deeps, kraken folk can see well in darkness. you reach 5th level, you can cast the gust of
You can see in dim light within 60 feet of wind spell once with this trait. You regain
you as if it were bright light, and in darkness the ability to cast these spells with this trait
as if it were dim light. You can’t discern when you finish a long rest. Intelligence is
color in darkness, only shades of gray. your spellcasting ability for these spells.
Aquatic. You are a creature at home in the Languages. You speak, read, and
sea. You can breathe air and water and have write Common and Aquan.
a swim speed equal to your walking speed.
Despite your ability to survive on land, however, Leonine
you need to be submerged in water for at
Leonines are humanoid lions. Hailing from
least one hour every day. If you do not, you
regions of vast grasslands, leonines claim to be
suffer the poisoned condition until you do.
descended from an ancient god named Maahes,
Bravery of the Deeps. Whether on account himself appearing as an anthropomorphic
of having descended from such an awesome lion as well. Maahes was a god of war with
and dread creature or from centuries of life a strong connection to the sun and many
amidst the other horrors of the deep, kraken leonine cultures follow those traditions.
folk have an uncanny ability to shake off
things that might shock others. When you
Leonine Ancestral Traits
make a saving throw to resist being frightened, Leonines resemble humanoids with the
paralyzed, or stunned, you roll with advantage. head of a lion. Their bodies are covered in
short, golden or yellow fur. Leonines of all
genders grow manes as they age, leading to
Kraken Folk Cultural Traits the eldest having the most majestic manes.
They also have formidable claws and teeth,
Kraken folk communities are almost always
befitting creatures descended from a lion god
beneath sea, usually carved from dead coral
of war. Your leonine character has several
in a reef. Sometimes they can be found in
distinctive features due to this ancestry.
buildings half submerged in bays and lagoons
as well, though water is always part and parcel Age. Leonines mature at the same rate
of these settlements. Because kraken folk as humans and live for about as long.
communities take the sea as their domain,
their ceremonies and services usually revolve Size. Leonines are human in size,
around the tides, as well the storms that bring though tend to be tall and broad
crashing surf and swelling waves. As such, shouldered. Your size is Medium.
most kraken folk communities are led by a
Speed. Your base walking speed is 30 feet.
high priest or priestess who leads them in
reverent worship of the ocean and its powers. Tooth and Claw. You are a creature descended
from natural predators. You can bite or scratch
Ability Score Increase. Your Constitution score
as an unarmed strike. On a hit, you deal
increases by 2 and your Intelligence score by 1.
damage equal to 1d6 + your Strength modifier.
Alignment. Kraken folk communities If you use your teeth, the damage is piercing.
respect the ocean and follow its lead. As If you use your claws, the damage is slashing.
such, they are organized but accept sudden
Mighty Roar. Leonines naturally have strong
change. They tend toward chaos.
vocal chords and can produce a load roar that
Aquatic Magic. Kraken folk communities can frighten nearby enemies. Leonines need
celebrate their connection to the sea and not learn how to roar in this way; indeed, there
demonstrate it through the maintenance of are tales of leonines growing up among other
special magical traditions, allegedly learned cultures who even surprise themselves when
from the krakens themselves, who wield they roar in their first battle. As a bonus action,
the power to conjure violent storms at sea. you can emit a loud roar. Each creature that you
You know the shocking grasp cantrip. When choose within 10 feet of you and that is able to
you reach 3rd level, you can cast the speak hear must succeed on a Wisdom saving throw
27
or be frightened until the end of your next turn.
The DC for this saving throw equals 8 + your Leshan
Constitution modifier + your proficiency bonus.
Leshans are forest-dwelling humanoids with
blue skin and antlers. Myths hold that leshans
Leonine Cultural Traits were elves who served a mystic god of the wild
Leonine communities are mostly found in woods names Cernunnos, himself endowed
grasslands regions. Some of these communities with antlers, who blessed the elves with his
are migratory, following herds of game across appearance and powers. Others say the leshans
the vast seas of grass, while others settle in are fey creatures who came from the plane
particular locations and send out hunting of faerie to serve Silvanus, another horned
parties to track the herds instead. In both cases, god of the forest. Whichever tale is correct,
though, leonine communities tend to value the the leshans are widely known as protectors
hunt as the primary way to support and provide of wild natural places, particularly deep
for each other. Most such communities are led woods, and said to be fierce wild hunters.
by the eldest few community members among
them, often including leonines with majestic Leshan Ancestral Traits
manes that indicate their seniority. Such leaders
were usually hunters in their youth as well. Those of leshan ancestry are tall, standing seven
to eight feet, with blue or gray skin. They have
Ability Score Increase. Your Constitution score hair of a range of colors from dark brown to red
increases by 2 and your Strength score by 1. to pink. Their ears resemble those of gnomes,
though larger, to suit their large frames, and
Alignment. Leonine communities tend to
their prominent noses appear somewhat beast-
respect the judgments of their elders. This
like. Many leshans also have antlers that grow
need not mean they
from the tops of their heads, though not all do,
are conservative,
and the presence or absence of antlers does
however, as some
not map onto gender or any other attribute.
elders
Lehsan antlers resemble those of an elk’s,
are
though they are usually smaller than an adult
elk’s. Leshans tend to have certain traits.
Naga Kin
Naga kin are humanoids descended from nagas,
either the benevolent guardian nagas or the
imperious spirit nagas. None know whether all
naga kin descend from a single act of creation,
or several. Nagas are powerful magic users, and
it is likely that naga kin began their existence as
29
Constrict. Naga kin can grapple foes with Guardian Naga. You know the sacred flame
their serpentine lower halves, squeezing cantrip. When you reach 3rd level, you can
and crushing them. In place of one of your cast the command spell once with this trait.
attacks, you can attempt to grapple a foe with When you reach 5th level, you can cast the
your snake tail. When you are grappling a augury spell once with this trait. You regain
foe, you can use an attack to constrict them, the ability to cast these spells with this trait
doing bludgeoning damage equal to 1d6 + when you finish a long rest. Charisma is
your Strength modifier. Until this grapple your spellcasting ability for these spells.
ends, you cannot grapple another target.
Spirit Naga. You know the minor illusion
Poisonous Heritage. Naga kin are cantrip. When you reach 3rd level, you can
descended from immortal snakes. You cast the sleep spell once with this trait. When
have resistance to poison damage. you reach 5th level, you can cast the detect
thoughts spell once with this trait. You do not
Venom Spitter. Naga kin have small venom need the material components for these spells
glands in their throats with which they can when you use this trait to cast them. You
produce venomous spit. As an action, you regain the ability to cast these spells with this
can spit venom at a target within 10 feet. The trait when you finish a long rest. Charisma
target must make a Constitution saving throw is your spellcasting ability for these spells.
or take 1d6 poison damage. This damage
increases by 1d6 when you reach 5th level Languages. You speak, read, and write
(2d6), 11th level (3d6), and 17th level (4d6). Common and either Abyssal, if you chose
spirit naga enchantments, or Celestial, if
you chose guardian naga enchantments.
Naga Kin Cultural Traits
Naga kin communities are found in a variety
of places. Those communities that practice Oozeling
spirit naga magic, listed below, or more
Oozelings are humanoid shaped, intelligent
often found in subterranean environments.
oozes, the result of magical hybridization
Those that practice guardian naga magical
between humanoids and one of several oozes:
enchantments, however, are more often
the gray ooze, ochre jelly, gelatinous cube, or
found in remote places above ground. These
black pudding. Oozelings themselves know the
environmental and traditional differences
tale of their origin. Long ago, a cabal of human
aside, naga kin communities tend to revere
wizards fought desperately to protect their
prophecy and are often led by an augur or seer.
citadel from conquest. In a last-ditch effort,
Ability Score Increase. Your Strength score the cabal entered themselves into a pact with
increases by 2 and your Charisma by 1. a demon lord of oozes. In exchange for their
souls, the foul lord would deliver unto them a
Alignment. Naga kin communities differ, battalion of oozes to fight their foes. And so the
with some being havens of peace and lord did, but in the most evil way imaginable:
sanctuary, and others being only loosely the wizards themselves were transformed into
associated families of independent folks. ooze-human hybrids. Now, centuries later, the
As a rule, then, their communities do few remaining oozelings are their descendants.
not lean in any particular direction.
30
and be able to climb up walls and across checks that rely on not being seen.
ceilings. They might be translucent, like a Furthermore, if you are not wearing any
gelatinous cube, or they might be oily, like a clothes or carrying anything, spotting
black pudding, in which case their touch is you requires a successful DC 15 Wisdom
corrosive. Your oozeling character has several (Perception) check as long as you do not
distinctive traits from this demonic ancestry. move or attack. When hiding in this way,
Age. Oozelings are born as a puddle of ooze that a creature that tries to enter your space
gradually takes shape into a small humanoid. As while unaware of you is surprised by you.
you consume, you grow, reaching full size and Semi-acidic. Oozelings are made of a semi-
adult intelligence in a few years. Oozelings can solid, acidic goo. To stay alive, you must
live indefinitely once they reach adulthood, as consume three to five pounds of organic
long as they regularly consume organic matter. material a day, or two rations. Oozelings
Size. Oozelings are humanoid in size cannot absorb food directly into their bodies,
and shape. Your size is Medium. however, due to your quasi-humanoid nature,
so you must chew and swallow it like other
Speed. Oozelings are more solid than oozes and humanoids must. Other organic material,
thus can move more quickly, yet their semi- such as wood, also suffices, but you are as
liquid form still prevents them from being as fast prone to becoming nauseous or poisoned
as humans. Your base walking speed is 25 feet. as other humanoids. Because of your acidic
Oozeling Nature. Like oozes, oozelings do nature, you have resistance to acid damage.
not require sleep. When you take a long rest,
you must spend at least four hours in a
motionless state, rather than sleeping. In this Oozeling Cultural Traits
state, you retain your shape, but appear inert. Oozelings are few, having descended from a
You are not unconscious and can perceive single cabal of wizards a century or more ago.
normally. Your creature type is Ooze. They do not always find it easy to assimilate
Ooze Heritage. Each oozeling has a into other communities, due to their unusual
distinctive trait gained from its ooze-cursed nature and appearance, so they sometimes form
forebear. Select one of the following traits: communities of their own. These communities
of mutual support and defense are often built
Amorphous. Your skin is gray and slimy. around principles of acceptance, especially
As an action, you can adopt a liquid of those beings that others might consider
form and can move through a space as “monstrous”. Indeed, several prominent
narrow as 1 inch wide without squeezing. oozeling-founded monasteries specialize in the
You take 5 (1d10) force damage if you study of monstrous intelligence and culture, in
end your turn and are unable to return part in an attempt to rehabilitate the reputation
to your natural humanoid shape. of such creatures. As such, members of oozeling
communities often share certain traits.
Corrosive Skin. Your skin is oily
and black. Creatures that you choose Ability Score Increase. Your Constitution score
that touch you or hit you with a increases by 2 and your Wisdom score by 1.
melee attack while within 5 feet of
you take 2 (1d4) acid damage. Alignment. Oozeling communities tend to
value upholding the respect and dignity of their
Spider Climb. Your skin is ochre and members. As such, they tend toward goodness.
tacky. You can climb difficult surfaces,
including upside down on ceilings, Arcanist. You are proficient in the Arcana skill.
without needing to make an ability check. When using this skill to recall lore about a
monster, you make the check with advantage.
Transparent. Your skin is translucent
and green-tinted, revealing the outline Languages. You can speak, read, and write
of translucent, oozy organs floating Common and one other language of your choice.
inside of you, as well as whatever you
last ate. You have advantage on Stealth
31
Owlbear Kin
32
Owlbear Kin Owlbear Kin Cultural Traits
Owlbear kin are the product of an errant wish Owlbear kin primarily reside in just a few
spell that transformed an entire village into communities, though which one is the
humanoid owlbears. A young sorcerer was on a original village has been lost to history. Those
quest to protect his village from an impending villages that form around owlbear kin tend to
army’s advance when he discovered a wish display the influences of those of owlbear kin
scroll. On his journey back to his village to ancestry, especially their predatory habits.
announce his success, he learned that the army Ability Score Increase. Your Strength score
had attacked and his village was desperately increases by 2 and your Wisdom score by 1.
fighting to survive. In a panic, the foolish young
man wished that his people were as strong Alignment. Owlbear kin communities do
and fierce as the land’s greatest predator, not lean in any particular direction, but tend
able to protect themselves for all time. As it to favor the seasonal rhythms of nature.
happened, the fiercest predator in that area As such, they tend toward neutrality.
was the owlbear. And so, with a cataclysmic
explosion of magic that forever rendered Predation. Owlbear kin communities
the sorcerer unable to cast such powerful practice wild game hunting. You are
magics again, the owlbear kin were born. proficient in Perception and Survival.
Phoenix Born
Phoenix born descend from the
fiery bird of myth, though the details
of this origin are unclear. Some
loremasters report that the phoenix
born once worshipped an elder phoenix
as a goddess long ago and, as a reward,
she granted them the gift of resembling her
majesty. Other scholars speculate that the
phoenix born migrated centuries ago from
the elemental plane of fire, due to their fiery
affinity. No definitive evidence can establish
this, though it is the case that there is a
phoenix born community in the City of Brass.
34
Ability Score Increase. Your Charisma score
Phoenix Born Ancestral Traits increases by 2 and your Constitution by 1.
Those of phoenix born ancestry resemble Alignment. Phoenix born communities
humans with a feathery crest on the top practice cyclical traditions and revere
and backs of heir heads of red, yellow, and the harmony of these patterns. As a rule,
orange feathers. They also have small feathers their communities lean toward law.
on the sides of their arms and legs. Finally,
their eyes glow like torches in a dark room. Spirit of the Flame. Phoenix born communities
Phoenix born tend to have certain traits. value both their fiery heritage and the cycles
of life and death. They keep and teach magical
Age. Phoenix born mature at the same rate as traditions that illustrate these commitments
humans but live to be around 150 years old. as well. You know the produce flame cantrip.
Size. Phoenix born are the same size and When you reach 3rd level, you can cast
shape as humans. Your size is Medium. the cure wounds spell once with this trait.
When you reach 5th level, you can cast the
Speed. Your base walking speed is 30 feet. scorching ray spell once with this trait. You
regain the ability to cast these spells with this
Fires of Rebirth. Like their forebears the trait when you finish a long rest. Charisma
phoenix, phoenix born can die and be reborn is your spellcasting ability for these spells.
in flame, though only rarely. Once, when
you die, you can choose to explode in a ball Languages. You speak, read, and
of flame and return to life with 1 hit point. write Common and Ignan.
When you do so, a fiery explosion deals 1d10
fire damage to anyone within 15 feet who
fails a DC 15 Dexterity saving throw. Once
you have been reborn in fire in this way, you
Psilocybe
cannot do so again until you gain a character Psilocybes are sentient, humanoid mushrooms.
level. Whether or not you ever are reborn in Originating deep underground, many psilocybe
fire, you have resistance to fire damage. historians say that their people emerged from
naturally occurring pockets of magical energy
Illuminated Eyes. Your eyes glow faintly, like
that pool deep within the earth. Others claim,
a flickering candle. As an action, you can cause
on the contrary, that the psilocybes are the
your eyes to flare with fiery light, illuminating
children of some great fungal being, with a
the area around you with bright light in 10-
mycelial network that spans the world.
foot radius and dim light for an additional
10 feet. The light remains for 1 minute, or
until you use an action to extinguish it.
Psilocybe Ancestral Traits
Psilocybes are sentient mushrooms with a
Phoenix Born Cultural Traits roughly humanoid shape. From their stalks
sprout fibrous arms and legs, with which they
Phoenix born communities tend to be found in
interact with their environment like any other
hot terrains like deserts or volcanically active
humanoid might. Their stalks end with a cap
mountainous regions, though they can be
that serves as their heads, complete with a
found elsewhere too. Wherever they are, they
face and the ability to speak. As mushrooms
tend to be small enclaves that develop around
can vary widely in shape and color, so too can
a family of phoenix folk and their friends
psilocybes. Your psilocybe character has several
and associates. These extended families of
distinctive features due to this ancestry.
choice take their heritage of death and rebirth
seriously, most often adopting clerical and Age. Psilocybes mature incredibly quickly,
cultural traditions that celebrate cycles of life, growing from a sprout to a mature
death, and rebirth. Such communities usually individual in no more than a few years.
have one or more shrines to deities of rebirth, Once they reach adulthood, however,
such as Osiris, Dionysus, or the Green Man. they can live up to fifty years.
35
Size. Psilocybes are short, with a wide variety (mushrooms only) to speak to non-sentient
of forms; some are thick and stocky, while mushrooms once a day. Wisdom is your
others are thin and willowy. In all cases, they spellcasting ability for this spell. You regain
are very light, weighing no more than twenty- the ability to cast this spell once per long rest.
five pounds. Regardless, your size is Small.
Psilocybe Naturalism. Psilocybe
Speed. Your base walking speed is 25 feet. communities live close to the land and pride
themselves on their fungal agriculture.
Hallucinogenic Spores. When they feel You have proficiency in Nature.
threatened, psilocybes can emit spores from
the gills beneath their caps. As an action, you Languages. You speak, read, and
can eject spores at a creature you can see write Common and Primordial.
within 15 feet that you. The creature must
make a DC 11 Constitution saving throw or be
poisoned for 1 minute, as vivid hallucinations
begin. The poisoned target is blinded while
Raven Kin
it hallucinates. The target can repeat the Raven kin are humanoids ravens, though
saving throw at the end of each of its turns, they lack the wings of their raven or bird folk
ending the effect on a success. Once you have siblings, having feathered arms instead. Known
ejected spores in this way, you cannot do so for their uncanny ability to replicate sounds
again until you take a short or long rest. they hear and their tendency to collect shiny
things, the raven kin are sometimes referred to
Plant. The psilocybe is a sentient fungal as mockingbirds or magpies, though the raven
growth. You have the type Plant. kin themselves usually dislike these monikers.
The origin of the raven kin is unknown, though
some historians speculate they are an offshoot
Psilocybe Cultural Traits of bird folk that fell under some foul curse.
Psilocybe communities are most often
found in cool, damp, subterranean places.
These communities tend to be quiet and
Raven Kin Ancestral Traits
contemplative, with their members passing their Raven kin resemble ravens or crows, with
time tending to fungal forests and reflecting bodies covered in black feathers, as well as
upon the profundities of existence. When long, thin beaks and sharp talons for feet.
visitors arrive, the psilocybe communities Rather than wings, however, raven kin have
often offer mushroom stews and other humanoid arms. Despite their name and
mushroom-based meals, accompanied with appearance, raven kin also have abilities
philosophical conversation about the big that resemble those of the mockingbird,
questions. In general, members of psilocybe allowing them to accurately reproduce sounds
communities tend to have certain traits. and voices that they hear. Because of this
avian ancestry, you have certain traits.
Ability Score Increase. Your Wisdom score
increases by 2 and your Constitution score by 1. Age. Raven kin hatch from an egg and
live about as long as humans.
Alignment. Psilocybe communities
spend countless hours in contemplation, Size. Raven kin are usually
sometimes using their own hallucinogenic short and light weight by human
spores to aid their reveries. Such cerebral standards. Your size is Medium.
practices leave them with a distinctive, albeit
removed, attitude about life. As such, these Speed. Your base walking speed is 30 feet.
communities tend toward neutrality.
Mockingbird’s Gift. Raven kin can reproduce
Fungal Friends. Psilocybe communities virtually any sound they hear with uncanny
cultivate non-sentient mushrooms for food fidelity. You can reproduce a sound you have
and supplies. Over the centuries, they heard, from a voice to an inorganic sound.
have developed a remarkable rapport with When replicating such a sound, roll Charisma
the plants. You can cast speak with plants (Performance) with advantage. Those who hear
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the sound can roll a Wisdom (Insight) check
against your result to determine whether they Salamandrite
can tell the sound is authentic or an imitation.
Salamandrites are humanoids who share an
ancestry with salamanders, the fiery snake-
like creatures from the elemental plane of fire.
Raven Kin Cultural Traits How the salamandrites originally came to be is
Raven kin communities most often develop in unknown. All that the salamandrites themselves
urban areas, forming small neighborhoods in know is that they came from the City of Brass
towns and cities. Such communities usually with a legion of salamanders a century ago,
are close knit and built around a commitment during the incursion of an elemental lord. When
to mutual support, though young members of the fire lord fell in battle, the salamandrites
these communities often spend most of their alone surrendered and were allowed to remain,
time outside of their neighborhoods, engaging no doubt in part due to their humanoid nature.
in various activities and work elsewhere in the
surrounding city or town. Members of these Salamandrite Ancestral Traits
communities also tend to hoard knick knacks
and baubles, in part to represent the various Salamandrites are humanoids with scaly red
events of their lives, but also as a part of their skin and serpentine faces, with red, flaring
tradition of barter and trade as well. Your raven spines around their faces, in ridges down
kin community member shares certain traits. the back of their heads, and along the sides
of their arms and legs. Their skin is so hot
Ability Score Increase. Your Dexterity score that, in cold weather, it steams, and their
increases by 2 and your Charisma score by 1. eyes smolder like hot coals. Because of this
fiery ancestry, you have certain traits.
Alignment. Raven kin communities are
friendly but disorganized places, with Age. Salamandrites hatch from an egg
ramshackle living spaces overflowing with in a clutch and mature to adulthood
junk, memorabilia, and random collected in ten years, living roughly fifty.
items. As such, they tend toward chaos.
Size. Salamandrites are tall, slender
Magpie’s Eye. Raven kin communities often humanoids. Your size is Medium.
celebrate collecting oddities and complete
sets of things. Growing up among those who Speed. Your base walking speed is 30 feet.
collect such cast-off things, you’ve learned
Darkvision. As part of your fiery heritage,
to evaluate a thing’s worth with a glance.
you can see well in darkness. You can
Choose one of the following abilities:
see in dim light within 60 feet of you as
Arcane Collector. Your family if it were bright light, and in darkness
collected magical doodads and as if it were dim light. You can’t discern
miscellany. From them, you learned color in darkness, only shades of gray.
to cast the identify spell as a ritual.
Fiery Heritage. Salamandrites have a
Gem Lover. You are particularly history on the elemental plane of fire.
attracted to shiny baubles. You have You have resistance to fire damage.
proficiency with Jeweler’s Tools.
Heated Body. A creature that you
Fakery. You know how to make choose that touches you or hits you
something worthless appear more with a melee attack while within 5 feet
valuable. You have proficiency of you takes 3 (1d4) fire damage.
with the Forgery Kit.
Age. Selkie folk mature at the same rate Selkie Folk Cultural Traits
as humans and live about as long.
Selkie folk communities most often are
Size. In their humanoid form, selkie folk are found in coastal regions, perhaps as a result
the same size and shape as humans. In their of their selkie forebears emerging from the
seal form, they are roughly the same length and seas long ago. Selkie folk communities most
weight. In both forms, your size is Medium. often take their sustenance from fishing.
Often, these coastal fishing communities can
Speed. In your humanoid form, your base
grow to be fairly large, yet still harmonious
walking speed is 30 feet and your swim speed
communities. Those who grow up in selkie
is 20 feet. In your seal form, your swim speed is
folk communities have certain traits.
30 feet and your base walking speed is 20 feet.
Ability Score Increase. Your Dexterity score
Fey Ancestry. You have advantage on
increases by 2 and your Wisdom by 1.
saving throws against being charmed,
and magic can’t put you to sleep. Alignment. Selkie folk communities tend
to be friendly and relaxed communities.
Selkie Gift. Like their selkie forebears, selkie
They lean toward goodness.
folk can transform from humanoid to seal and
back. Once a day, you can transform into a Fishing Folk. People in selkie folk
seal, though this feature does not affect your communities grow up by the sea. You
clothing and equipment. When in seal form, have proficiency in Athletics and have
you retain your game statistics, though you proficiency with Vehicles (Water).
cannot speak, use weapons, or cast spells. You
gain a swim speed of 30 feet and a walking Peoples of the Sea. Selkie folk communities
speed of 20 feet. When in your seal form, teach their young how to communicate with
you can hold your breath for 30 minutes. the creatures of the sea in simple terms.
You can remain in seal form for up to one Through simple movements and flapping in
hour. Once you transform back, you cannot the water, you can communicate simple ideas
transform again until the next dawn. Your with sea creatures that are Small or smaller.
creature type is Humanoid (shapechanger).
Languages. You speak, read, and
write Common and Sylvan.
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Size. Sobekites are as tall as humans and
Sobekite often muscular. You size is Medium.
Sobekites are crocodilian humanoids that Speed. Your base walking speed is 30 feet.
resemble anthropomorphic crocodiles. Scholars
disagree about the origins of sobekites. Hard Scales. Thick scales cover a sobekite’s
Some say they arrived from the elemental body. When you aren’t wearing armor, your
planes, originating in an unending swamp AC is 13 + your Dexterity modifier. You can
where the plane of water intersects with the use this score to determine your AC if worn
plane of earth. The sobekites themselves say armor would leave you with a lower score.
they were created as avatars of a primordial
Riverborn. Sobekites are at home in swamps
crocodilian deity name Sobek, a fierce warrior
and rivers. They are strong swimmers and share
god who protected his worshippers, who
the powerful lungs of their animal kin. You
dwelt in swamps and along great rivers.
can hold your breath for 15 minutes and have
a swim speed equal to your walking speed.
Sobekite Ancestral Traits Powerful Jaws. Sobekites has strong bites
that can rend and grapple. You can bite as an
Sobekites resemble humanoids with crocodile unarmed strike. On a hit, you deal slashing
heads, tails, and scales. Their arms and legs are damage equal to 1d6 + your Strength modifier.
humanoid in shape, though they are nevertheless When you hit with a bite, you can attempt
covered in thick green scales like a crocodile’s. to grapple the foe as a bonus action.
They are excellent swimmers and can hold
their breath for extended periods of time, like
their crocodile cousins. They also feature the
strong and menacing jaws of the crocodile as
Sobekite Cultural Traits
well. Sobekites tend to have certain traits. Sobekite communities are most often found in
swamps or along large rivers and deltas. These
Age. Sobekite mature at the same rate as
communities value martial prowess and see
humans and live for about as long.
themselves are protectors of their territory.
Despite this, sobekite communities are
relaxed places, where members often spend
warm days lounging by the water and chatting
casually. When they gather to hunt, however,
they tend to be deadly serious. Those who grow
up in sobekite communities have certain traits.
Alignment. Sobekite
communities are orderly but relaxed.
They lean toward neutrality.
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Mental Fortress. Sphinx folk have inherited
Sphinx Folk some of the psychic strength of the sphinxes.
You are resistant to psychic damage.
Sphinx folk are humanoids who resemble
anthropomorphic lions. Sphinx folk loremasters Time Sense. The sphinxes have a unique
report that sphinx folk originated in an order relationship with time and sphinx folk are
of monks who dedicated themselves to the also attuned to time to a lesser extent.
service of a powerful group of sphinxes in You always know how many hours
the distant past. As a reward, the monks have passed since the last dawn.
were transformed to resemble the sphinxes
they served so well. Since then, some of their
children have remained in service to the ancient Sphinx Folk Cultural Traits
sphinxes, but just as many have ventured out
to find their own fortunes in the world. Now, Sphinx folk communities are as rare as sphinx
sphinx folk can be found in a variety of places. folk themselves. When sphinx folk do come
together to form a community, however, they
often form libraries or monasteries dedicated
Sphinx Folk Ancestral Traits to learning and knowledge. Once these
Sphinx folk are human in size and shape, bastions of learning are established, the sphinx
though their bodies are covered with short, folk open them to people of any ancestry
yellow or golden fur. Their heads resemble who respect the community’s mission.
lions, either with or without manes. Because of
this mystic ancestry, you have certain traits. Ability Score Increase. Your Intelligence score
increases by 2 and your Charisma score by 1.
Age. Sphinx folk reach maturity by
age 30 and live two centuries. Alignment. Sphinx folk communities value
knowledge and learning above all else. As
Size. Sphinx folk are human such, they tend toward neutrality.
sized. Your size is Medium.
Loremasters. Members of sphinx
Speed. Your base walking folk communities spend many
speed is 30 feet. hours with books and scrolls. You
have proficiency in History.
Darkvision. As part of your magical
ancestry, you can see well in Sphinx Magic. Sphinx folk
darkness. You can see in dim communities celebrate their magical
light within 60 feet of you as heritage and pass along a set of
if it were bright light, and in magical traditions. You know the
darkness as if it were dim light. prestidigitation cantrip. When you
You can’t discern color in reach 3rd level, you can cast the
darkness, only shades of gray. detect magic spell once with this
trait. When you reach 5th level,
Inscrutable. Sphinx folk are
you can cast the locate object
immune to any effect that would
spell once with this trait, without
sense their emotions or read their
the material component. You
thoughts. Wisdom (Insight)
regain the ability to cast these
checks made to ascertain the
spells with this trait when you
sphinx folk’s intentions or
finish a long rest. Intelligence
sincerity have disadvantage.
is your spellcasting ability
Lionine Claws. Sphinx folk for these spells.
have lion-like claws at the
Languages. You can speak,
tips of their fingers. You
read, and write Common,
can scratch as an unarmed
Sphinx, and one other
strike. On a hit, you deal
language of your choice.
piercing damage equal to 1d4
+ your Strength modifier.
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Spirit Bound Spirit Bound Cultural Traits
Spirit bound are humans whose ancestors Spirit bound communities are those that are
became bound to one of a collection of spirits founded by predominantly those of spirit bound
that fled the astral plane after a cosmic battle. ancestry. Such communities tend to be peaceful
According to spirit bound lore, a timeless places, with some even adopting principles of
war wages in the astral plane between forces pacifism and non-violence. Even so, there are
of thought and light, and those of darkness always some in such communities who rise to
and destruction. On the astral plane, these defend their neighbors should the need arise.
entities are less like creatures and more like Ability Score Increase. Your Wisdom score
concepts and abstract ideals, ebbing and increases by 2 and your Charisma score by 1.
flowing amidst the eternal mists and pools.
At some point, the forces of darkness forced a Alignment. Spirit bound communities tend
collection of the spirits of light to flee through to eschew warfare and open conflict, a vestige
a swirling portal to the material plane, where of having been formed by refugees fleeing a
they merged with embodied creatures – cosmic war. They tend toward neutrality.
humans – to hide from their pursuers. The
evil forces were unable to find them, so they Peacemakers. Spirit bound communities teach
returned to the astral plane to continue their their children tehcniques of peaceful conflict
war. The astral spirits now find themselves resolution. You have proficiency in Persuasion.
permanently bound to the humanoids that they When using this skill to persuade people not
merged with, as well as their descendants. to resort to violence or to seek a peaceful
solution to a problem, you roll with advantage.
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Age. Terrasquers mature at the same rate proficiency in History. You have advantage
as humans and live for about as long. on such checks that concern the terrasque.
Size. Terrasquers are human sized, though Terrasquer Weapon Training. Terrasquer
terrasquers weigh more than humans, due communities retain some of the military training
to their bony armor. Terrasquers average their founders received. You have proficiency
weight is 500 lbs. Your size is Medium. with the glaive, pike, and heavy crossbow.
Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write
Common and one other language of your choice.
Carapace. You have a thick carapace that
provides a measure of protection. When
you aren’t wearing armor, your AC is 13 +
your Dexterity modifier. You can use this
Unicoran
score to determine your AC if worn armor Unicorans are those who descend from
would leave you with a lower score. You servants of the majestic celestial creatures,
may benefit from a shield as normal. the unicorns. For millennia, unicorns have
protected the holy natural places of the
Limited Magic Reflection. Any time the
world and, since humans have arrived, some
tarrasquer is targeted by a magic missile spell,
communities have served them, standing
a line spell, or a spell that requires a ranged
at their side in those holy magical places.
attack roll, roll a d20. On a 20, the tarrasquer
Centuries of life at the unicorn’s side in places
is unaffected, and the effect is reflected back
so replete with magical energies has had its
at the caster as though it originated from the
effects on those pure-hearted humans who
tarrasquer, turning the caster into the target.
have served, thus creating the unicoran.
Tooth and Horn. Terrasquers have large teeth
and sharp bony horns that protrude from Unicoran Ancestral Traits
their foreheads. You can bite or gore as an
unarmed strike. On a hit, you deal piercing Those of unicoran ancestry are humanoids
damage equal to 1d4 + your Strength modifier. with a single, spiraling horn in the center of
their foreheads. The length of these horns
Siege Creature. A terrasquer’s body is vary, from several inches to a foot. Other than
unusually dense and sturdy. You deal the horn, they resemble unusually healthy
double damage to objects and structures. human beings. Even so, their horns focus
the vestiges of celestial magic within them,
Terrasquer Cultural Traits inherited from their ancestors’ unicorn patrons.
Unicorans tend to have certain traits.
There are only a few terrasquer communities in
existence. Those communities tend to located Age. Unicorans mature at the same rate as
in out of the way places, in part because humans but live to be at least 200 years old.
some folks mistakenly associate terrasquers
with the nightmarish creature, rather than Size. Unicorans are the same size and
with those that rose up to fight it. Terrasquer shape as humans. Your size is Medium.
communities tend to be quiet, but the fact that
Speed. Your base walking speed is 30 feet.
their founders were warriors is still reflected in
the martial atmosphere of their communities. Celestial Boon. Like your unicorn forebears,
unicorans are resistant to certain hostile effects.
Ability Score Increase. Your Constitution score
You have advantage on saving throws against
increases by 2 and your Strength score by 1.
being charmed, paralyzed, or poisoned.
Alignment. Terrasquers communities
Unbreakable Horn. As long as the
were founded by military folks. As
unicoran lives, their horns are magically
such, they tend toward law.
unbreakable. As such, you can use the horn
Know Thyself. Members of terrasquer to make an unarmed attack. On a hit, you
communities make their origin story a central deal piercing damage equal to 1d4 + your
part of the education of their young. You have Strength modifier. This attack is magical.
44
do. Because of this
Unicoran Cultural Traits unique ancestry, you
Unicoran communities are almost exclusively have certain traits.
found in remote areas deep in primeval
forests, which also happen to be the places Age. Vinefolk sprout
one is most likely to encounter a unicorn. from a seed that
Even so, most unicoran communities no two vine folk have
longer actively serve or even interact with any fertilized. The
unicorns, though some assuredly do. Most seedling grows
unicorans retain the unicorn’s commitment to to adulthood in
protecting the wood and shepherding gentle about five years
and innocent beings through their domain. and lives for
about fifty years.
Ability Score Increase. Your Wisdom score
increases by 2 and your Strength by 1. Size. Vinefolk are
human sized. Your
Alignment. Unicoran communities follow size is Medium.
their forebears and are usually good.
Speed. Your
Gift of the Unicorn. Unicoran communities base walking
have passed down certain magical practices speed is 30 feet.
from their celestial patrons, which the still teach
their young today. You know the druidcraft False Appearance. While
cantrip. When you reach 3rd level, you can the vinefolk remains motionless, it is
cast the cure wounds spell once with this trait. indistinguishable from a tangle of vines.
When you reach 5th level, you can cast the Plant Nature. Vinefolk are living, sentient
pass without trace spell once with this trait, plant matter. Your creature type is Plant.
without needing its material component. You
regain the ability to cast these spells with this Tangled Vines. Vinefolk limbs are tangles of
trait when you finish a long rest. Wisdom is tough vines. When you attempt to grapple a
your spellcasting ability for these spells. target, you make the roll with advantage.
Languages. You speak, read, and write
Common, Celestial, and Sylvan.
Vinefolk Cultural Traits
Vinefolk communities are usually found in
swamps, where their members dwell in harmony
Vinefolk with the environment around them. They are
Vinefolk are humanoid plants that resemble welcoming of any who share their values,
a human-shaped mass of tightly-wound warning those who would harm the environment
vines. Some say an ancient circle of druids not to bring their evil here. Often, vinefolk
created the vinefolk when they awakened an communities are led by a circle of swamp druids.
entire swamp. Others say that the vinefolk Ability Score Increase. Your Wisdom score
rose up from the swamp as defenders of all increases by 2 and your Constitution score by 1.
plantlife in the land. Still others speculate
that vinefolk are in fact descended from Alignment. Vinefolk communities tend to
cursed vines that have gained freedom from eschew divine magics, following druidic
the wicked forces that once controlled them. traditions that lean toward neutrality.
45
Ability Score Increase. Your Intelligence score
Vulcanen increases by 2 and your Wisdom score by 1.
Vulcanen are hairless humanoids with blue Alignment. Vulcanen communities
skin. Despite their love of knowledge and value reason and knowledge above all
reputation as scholars, they do not know else, leading them to favor law.
the story of their own origin, a fact which
irritates many a vulcanen. Some speculate Intellectual. Members of vulcanen communities
they were servants of a god of knowledge, grow up studying a stunningly wide range
while others believe they were created by a of topics, leading them to know something
primordial culture of alchemists to assist about almost everything. Whenever you
with their experiments and research. make a skill check that uses Intelligence,
you may add half of your proficiency bonus,
rounded down, to the result of the roll.
Vulcanen Ancestral Traits Languages. You can speak, read, and write
Vulcanen are humanoid in size and shape, Common and one other language of your choice.
though they tend to be taller and thinner than
the average human. They lack hair entirely on
the bodies and their skin is a shade of blue,
though the shade can range from light to
Waterborne
dark. Their eyes are light crystal silvery blue Like the djinn-blessed and earthborn, the
and their ears are pointed. Because of this waterborne ancestry originates in the congress
unique ancestry, you have certain traits. of humans and genies, these of elemental
water. Water genies are mercurial types, often
Age. Vulcanen mature at the same rate difficult to fathom and full of murky motivations.
as humans and live about as long. Because humans and water genies encounter
one another so rarely, waterborne themselves
Size. Vulcanen are human sized.
are similarly rare. Yet, occasionally, a vessel
Your size is Medium.
sinks in a water genie’s domain, and one or
Speed. Your base walking speed is 30 feet. more of the drowning passengers intrigues a
water genie, who chooses to save them and
Beings of Reason. Vulcanen are unusually grants them safe passage into his or her domain.
stoic by birth, feeling emotions as much The result of any relationship that might
as anyone, but expressing them much less develop from that point on are the waterborne.
often, and more subtly, than others. You
have advantage on Wisdom, Intelligence,
and Charisma saving throws. Waterborne Ancestral Traits
Those born of the oceans and seas appear
Vulcanen Cultural Traits humanoid. Their skin is usually blue or green
and their ears have fin-like ridges, as does
Vulcanen communities are intellectual refuges. their back, arms, and legs. Waterborne also
Children are educated in formal classrooms have thin gill slits underneath their jaw lines,
until well into adulthood, studying a dizzying along the sides of their necks, though they
array of topics. Social events often include aren’t noticeable except when they use them
disputations, formally structured intellectual underwater. An uninformed person might
engagements in which individuals take up mistake them for merfolk or even a sea elf,
different sides of an argument and make their yet the waterborne are distinct. Indeed, the
case before the attending community members. waterborne resemble humans more than elves or
The only prize is social capital, but vulcanen fish folk, and have a distinct ancestry from those
see knowledge as an end in itself and relish the other groups. Your waterborne character has
opportunity to learn. Even so, they express this several distinctive features due to this ancestry.
excitement in the most muted way possible,
preferring dispassionate and factual descriptions Age. Waterborne mature at the same rate
over emotional language and expression. as humans and live for about as long.
46
Size. Waterborne are human in size and shape, Storyteller. Waterborne communities tell
though tend to be rather squat, as water tales as an important cultural practice.
genies themselves are. Your size is Medium. You have proficiency in Performance.
Speed. Your base walking speed is 30 feet. Languages. You speak, read, and
write Common and Aquan.
Darkvision. Because their water genie
ancestors spent much time in the deeps of
Yetikin
the ocean, waterborne can see in darkness.
You can see in dim light within 60 feet of
you as if it were bright light, and in darkness
Yetikin are humans who live in arctic
as if it were dim light. You can’t discern
environments in close proximity to lairs
color in darkness, only shades of gray.
of the yeti. Whatever strange icy magics
Amphibious. Waterborne are natural swimmers created the yeti have had their effects on the
and can live as easily beneath the waves as tribes of humans in their vicinity, because
above. You can breathe air and water and have some centuries ago these humans gradually
a swim speed equal to your walking speed. transformed, becoming the yetikin.
48
magical traditions in line with these shared
experiences. You know the shocking grasp Forest Cultural Traits
cantrip. When you reach 3rd level, you can cast Forest Magic. Communities of the wood tend to
the create or destroy water spell once. When study druidic magics of nature. You know the
you reach 5th level, you can cast the shatter druidcraft cantrip. When you reach 3rd level,
spell once, without requiring the material you can cast the entangle spell once. When
component. You regain the ability to cast these you reach 5th level, you can cast the barkskin
spells when you finish a long rest. Wisdom spell once, without requiring the material
is your spellcasting ability for these spells. component. You regain the ability to cast these
Sea-Wise. The young people in coastal spells when you finish a long rest. Wisdom
communities are taught the ways of the sea from is your spellcasting ability for these spells.
an early age. Whenever you make an Intelligence Steward of the Wood. You have proficiency
(Nature) or Wisdom (Survival) check related to in the Nature and Animal Handling skills.
the sea, you are considered proficient in the skill
and add double your proficiency bonus to the Woodland Step. You have proficiency in the
check, instead of your normal proficiency bonus. Stealth skill. When you are in forest, you add
double your proficiency bonus to Stealth checks,
Strong Swimmer. Life along the instead of your normal proficiency bonus.
coast means swimming from a young
age. You have advantage on Athletics
checks related to swimming and your
swim speed increases by ten feet.
49
spells when you finish a long rest. Wisdom without requiring the material component.
is your spellcasting ability for these spells. You regain the ability to cast these spells
when you finish a long rest. Wisdom is
Grasslands Tracker. You spent much your spellcasting ability for these spells.
of your youth tracking game across vast
grassy plains. You have proficiency in
Survival. When in the grasslands, you
have advantage on Survival checks.
Swamp Cultural Traits
Herb Lore. Swamp communities learn to live off
of the flora of the swamp around them. You have
Mountain Cultural Traits proficiency in Nature and with the Herbalism Kit.
Mountain Lore. Whenever you make an Survivalists. Swamp communities often reside
Intelligence (History) or Wisdom (Survival) in environments with dangerous flora and
check related to the mountains, you are fauna, unsteady ground, and murky waters. In
considered proficient in the skill and add order to survive, they must come to know how
double your proficiency bonus to the check, to navigate these threats. You have proficiency
instead of your normal proficiency bonus. with the Survival skill. When in a swamp,
you make Survival checks with advantage.
Robust. The nomadic, mountain life makes
for strong, fit folk. You have proficiency in Swamp Magic. Communities in the swamps
the Athletics skill. When making an Athletics of the world often develop magical traditions
check to navigate mountainous or rocky that utilize the features of their environments.
terrain, you make the check with advantage. You know the dancing lights cantrip. When
you reach 3rd level, you can cast the purify
Rock-wise. Whenever you make an Intelligence food and drink spell once. When you reach 5th
(Nature) check related to geology, such as level, you can cast the acid arrow spell once,
rocks, stonework, mountains, or gems, you are without requiring the material component.
considered proficient in the Nature skill and You regain the ability to cast these spells
add double your proficiency bonus to the check, when you finish a long rest. Wisdom is
instead of your normal proficiency bonus. your spellcasting ability for these spells.
Mountain Magic. Mountain communities
are full of hardy folk who learn to navigate
the dangerous mountain passes safely and Subterranean Cultural Traits
then teach those techniques to their children. Sunlight Sensitivity. While in direct
You know the resistance cantrip. When you sunlight, you have disadvantage on
reach 3rd level, you can cast the feather attack rolls, as well as on Wisdom
fall spell once. When you reach 5th level, (Perception) checks that rely on sight.
you can cast the spider climb spell once,
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Tunnel
Sense.
Subterranean
communities
often occupy complex
networks of tunnels and
rocky passages. Those who live
in these communities long enough
come to have a special facility with
finding their way around underground. When
moving in natural passages underground, you
cannot become lost except through magical level,
means. What’s more, you have developed an you
innate sense for whether you are descending, can cast
ascending, or traveling in a straight line the alter self
when moving through such tunnels. spell once, without
requiring the material
Subterranean Magic. Children are trained in component. You regain the
special magical techniques that provide them ability to cast these spells when
the tools they need to survive and contribute you finish a long rest. Wisdom is
to subterranean culture as adults. You know your spellcasting ability for these spells.
the chill touch cantrip. When you reach 3rd
level, you can cast the expeditious retreat Wandering Schools. Many underwater
spell once. When you reach 5th level, you communities migrate, following schools of
can cast the pass without trace spell once, fish and ocean life. Others prefer to remain
without requiring material components. You in particular places for longer periods,
regain the ability to cast these spells with this forming homes from coral. Regardless,
trait when you finish a long rest. Wisdom is you are skilled at finding their way around
your spellcasting ability for these spells. the waters. You have proficiency in the
Survival skill. When underwater, you
Subterranean Survival Training. Everyone have advantage on Survival checks.
living in underground communities is
expected to contribute to the community’s Urban Cultural Traits
survival. You have proficiency in the Survival Cosmopolitan. Growing up in diverse
skill. When in natural caverns and tunnels, environments leads to a wide range
you have advantage on Survival checks. of experiences and skills. You have
proficiency in one skill of your choice.
Underwater Cultural Traits
Inured to the Deeps. You spend time Mercantile. You gain proficiency with
in the chilly waters of the depths. You one artisan tool of your choice, usually
have resistance to cold damage. studying under one of the guildmasters
of the urban community and working to
Sea Speaker. Your community dwells sell the guild’s wares at the market.
among the schools of fish and creatures
of the surface ocean waters. You can cast Urban Magic. Those who come of age in urban
speak with animals at will with this trait, areas most often develop magical talents that
but you can target only beasts with a swim serve their populated city neighborhoods. You
speed that are Medium or smaller. know the prestidigitation cantrip. When you
reach 3rd level, you can cast the comprehend
Underwater Magic. Underwater communities languages spell once. When you reach 5th
develop magical traditions that help them level, you can cast the locate object spell once,
communicate and adapt in their underwater without requiring the material component.
environments. You know the message cantrip You regain the ability to cast these spells
and can cast it without its material component. when you finish a long rest. Wisdom is
When you reach 3rd level, you can cast the your spellcasting ability for these spells.
silent image spell once. When you reach 5th
51
Ageless. Living beings do not age on the Astral
Planar Cultural Traits Plane. Only when they visit other planes,
in particular the Material Plane, does time
Below are several possible traits for several of
affect them normally. Those who hail from
the planes of existence beyond the material
communities on the Astral Plane therefore have
plane. If you would like to customize your
likely spent many more years existing than
chosen culture according to the plane on
an average member of their ancestry, giving
which it developed, you can select one of
them time to develop any number of skill or
the planes below, then do a one-for-one
interests. You have proficiency in one skill, one
swap of one or more of the planar traits
language, and with one tool of your choice.
below for traits granted by your culture.
Astral Magic. The energies of the Astral infuse
For example, if you choose the rock gnome
the bodies of those who dwell there for any
culture for your character, you could drop the
length of time, allowing communities there to
Tinker trait and swap it for the astral plane
develop magical traditions with relative ease.
trait, Ageless. That way, you’ve made a person
You know the prestidigitation cantrip. When you
of an astral gnomish culture. You could make
reach 3rd level, you can cast the detect magic
the character even more culturally astral by
spell once with this trait. When you reach 5th
also dropping the rock gnome’s Artificer’s Lore
level, you can cast the arcanist’s magic aura
and adding the Planar Traveler astral trait, thus
spell once with this trait, without the material
making your character entirely culturally astral.
component. You regain the ability to cast these
spells when you finish a long rest. Intelligence
Astral Plane Cultural Traits is your spellcasting ability for these spells.
The Astral Plane is as much a realm of thought Arcanist. The Astral Plane is replete with
as body. Visitors find an unending sea of gray swirling magical energies, making for the perfect
mists, magical ebbs and flows, and swirling environment to study and experiment with the
portals that open to every possible place in the arcane. You have proficiency in Arcana. When
multiverse. It is a place where disembodied attempting to understand a magical effect you
souls can travel, projected from their bodies had not seen before, you roll with advantage.
across the cosmos. In this vast expanse of
thought, one can find the occasional island on Planar Traveler. The Astral Plane is one
which communities sometimes form. Those of the two major Transitive Planes, allowing
who hail from one of these places passage from any one plane to any other. As
often develop certain traits. such, communities on the Astral Plane tend
to encounter travelers and hear their tales
from anywhere in the multiverse far more
frequently than those on the Material Plane. You
have proficiency in History. When you roll to
recognize or identify lore about a creature from
another plane, you roll with advantage.
Elemental Planes
Cultural Traits
There are four elemental
planes: Earth, Air, Fire, and
Water. Each of them contains
unending elemental energies of
their respective planes, but they
also have areas where the energies
eddy and more diversity can be found.
For example, on the elemental plane
of fire, the City of Brass stands on a
basalt plateau surrounded by seas of
52
lava and flame. Yet humanoids and others can
be found living there. Communities that exist
in these places inevitably instantiate some of
the features of the plane that surrounds them.
55
Plane of Shadow Cultural Traits Upper Planes Cultural Traits
The land of shadow is a dark and dreary The upper planes are the realms whence angels
domain, filled with dreadful sorrow potent and pegasi come. It is a realm of goodness
enough that those who visit sometimes simply and light. Many folks travel to such places in
sit down and die of ennui. This dismal land is the hopes of forming or joining a community
everything that the plane of faerie is not; it is here, assuming they can find their way.
nearly monochromatic, almost entirely black
and shades of gray. It is always damp and chilly. Celestial Sight. You have lived close to the
And it is most certainly not a place of glee or divine light, internalizing it. As such, the
joy. Despite this dour atmosphere, communities radiant energies that flow through these
do exist here, though the realm around them realms is second nature to you, shining
surely effects those who dwell in them. within. You have resistance to radiant
energy, as well as Darkvision to 60’.
Muted Emotion. The realm of shadow tends
to seep into those who spend much time here, Divine Magic. The upper planes are suffused
dampening their spirits. You cannot be charmed. with divine energies, endowing those who live
there long enough certain powers. You know the
Shadow Fortitude. The shadow seeps into light cantrip. When you reach 3rd level, you can
a creature’s bones and saps them of their cast the bless spell once with this trait, without
energy. Many who visit the realm of shadow the material component. When you reach 5th
find themselves exhausted almost immediately. level, you can cast the lesser restoration spell
Those who live here develop a resistance to the once with this trait. You regain the ability to cast
gloom. Whenever you roll to resist an effect these spells when you finish a long rest. Wisdom
that would give you a level of exhaustion, you is your spellcasting ability for these spells.
roll with advantage. You still receive a level of
exhaustion if you do Prophecy. Those
not take a long rest communities
once a day, however. established in
the upper planes
Shadow Magic. The inevitably adopt
realm of shadow certain clerical and
abounds with spiritual practices
dark magics and that they hand down
oppressive arcane to their young. In your
effects. You know the case, these traditions
chill touch cantrip. concern prophecy and
When you reach 3rd divine inspiration. You
level, you can cast the know the guidance
bane spell once with cantrip. When you
this trait, without the reach 3rd level, you
material component. can cast the detect
When you reach 5th evil and good spell
level, you can cast once with this trait.
the darkness spell When you reach 5th
once with this trait, level, you can cast the
without the material augury spell once with
component. You this trait, without the
regain the ability material component.
to cast these spells You regain the ability
when you finish a to cast these spells
long rest. Charisma when you finish a long
is your spellcasting rest. Wisdom is your
ability for these spells. spellcasting ability
for these spells.
56
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“Trademark” means the logos, names, mark, sign, motto, designs that are Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
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57