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Shadow Elf

Shadow Elf

Whereas most elf cultures focus on light and the immanence of life, the shadow elves—also known as dark elves or drow—contemplate the nature of death and destruction, and they draw inspiration and comfort from the darkness. Although other elf cultures often consider them heretical, shadow elves are creatures of twilight, and it is only natural that some turn towards the day and others towards the night. The traditional shadow elf religion is to worship the elvish moon god, although there are also animistic traditions which venerate creatures favored by assassins (such as scorpions, snakes, spiders, and even the undead). Shadow elves do not view the darkness as being inherently evil, although they recognize that the most vile monsters do prefer the darkness—for shadow elves, it provides forms of freedom and wisdom which are unavailable in the oppressive light. 

Shadow elves tend to live in places which normally strike fear into the hearts of other mortals such as deserts, scorched lands near a volcano, haunted territories, notorious slums, and underground caverns. This is partially intentional because these places are ideal for contemplating destruction, but the “choice” is also often the result of ostracization and banishment by would-be neighbors. 

Of all elvish cultures, shadow elves are the most likely to offer their services to other peoples. They and people trained in their ways make some of the most cunning assassins, advisors, mercenaries, and spies—and having such a person in one’s entourage is often a mark of pride among the rich and famous. 


Characters raised in the shadow elf culture share a variety of traits in common with one another. 

Umbral Acclimation. Prolonged exposure to sheer darkness has improved your ability to see without light. The range of your darkvision increases to 120 feet. If you didn’t have darkvision already, you gain darkvision to a range of 60 feet.

Shadow Elf Weapon Training. You have proficiency with rapiers and hand crossbows. 

Shadow Lore. You know a cantrip: either dancing lights or minor illusion . Once you reach 3rd level, you can cast faerie fire once per long rest . At 5th level, you can cast darkness once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest).

Languages. You can read, speak, write, and sign Common, Elvish, and Undercommon. 


 

Settler

Settler

Settlers live at the farthest reaches of their empire, upon shores their nation’s tendrils have not quite fully grasped. They live alone or in communities on the frontier, land that not long ago was merely empty space on the map—though those already living there rarely see it that way. 

Though settlers may claim uninhabited land, it’s rare for any region even remotely livable to be truly unclaimed. Armies or disasters may have swept those previous inhabitants away, or they might be right across the hastily crafted walls, wondering what these strange newcomers are up to. It’s a life of conflict, either fighting against the elements or rival claims on the same patch of land. But they shoulder their burdens and fight their fights anyway, always working towards a promise of a brighter future. A settler has the chance to carve out a piece of the world to call their own. Often the opportunities are slim back home, and the chance to forge one’s own destiny is all it takes. 

Ambition often drives settlers towards colonization. Settlers of all shapes and sizes can leave their homeland in search of fortune and independence, to varying degrees of success. Some settlers thrive while whole colonies go quiet and disappear. While this is a life uncertain and fraught with danger, the drive to build a future lures numerous people into the unknown. 


Characters raised in the settler culture share a variety of traits in common with one another. 

Claim Staker. A tall fence and the grit to defend it is often all it takes to stake a claim out on the frontier. Whenever you begin a long rest , you can choose to spend the first hour of that rest making the area into a fortified position for the duration. While resting in a fortified position, the ground in a 60-foot radius area around you is considered difficult terrain for any creatures other than those you consider allies. In addition, the first time a hidden creature enters the fortified area, it must make a Dexterity saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature inadvertently makes loud noises and is no longer hidden. 

Frontier Survival. You are proficient in the Insight and Survival skills. 

Strange Forager. You gain an expertise die on any check made to determine if something is poisonous. 

Languages. You can speak, read, sign, and write Common, and two additional languages. 

Nomad

Nomad

There is no one nomadic culture. Most nomadic groups migrate along plains and steppes, following good weather and pasturage for their herd animals. Some groups walk countless miles alongside their cattle or seek peaceful travel, while others train steeds which are the envy of the world, or expect every adult among them to raid the herds of rivals and defend their own. There are nomads that travel within other communities and those that live outside the borders of settled lands but in either case nomads often find themselves in conflict with farmer folk, who desire the same lands that they use. The words “barbarians,” “savages,” and “hordes” are common pejoratives used by townsfolk and cityfolk for their itinerant land rivals. 

Nomadic groups are often close-knit, behaving much like a large family even when they aren’t actually related. They’re happy to accept strangers in their midst. The only qualifications are an ability to keep up with the group and an understanding of animals because they are among the most skilled animal handlers in the land. Whenever they can be swayed away from their group, they are almost often hired as animal trainers, drivers, or elite cavalry.


Characters raised in this culture share the following traits: 

Nature Minded. You are proficient in Animal Handling and Survival, and either Medicine, Nature, or Perception. 

On the Road Again. You are proficient with land vehicles and tinker’s tools. You can use tinker’s tools to repair a land vehicle you a land vehicle you have traveled in for at least 1 month, and gain an expertise die on any checks made to do so. Additionally, you gain an expertise die on checks made to control or navigate a land vehicle. 

Sense Weather. After observing an outside area for 1 minute, you can predict the weather within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them. 

Languages. You can speak, read, write, and sign Common and two additional languages. 


 

Mustbairn Halfling

Mustbairn Halfling

Every denizen of a halfling borough has the odd impulse to drop their trowels and dig into the soil with their bare hands, rip off their stuffy clothes and shout at the sky. These urges are usually rejected out of hand, but the mustbairns know better. 

Halflings in mustbairn clans have rejected any notion of control and embraced their roles as children of the soil: wardens of the earth but not its masters. Oddly, most mustbairn clans were founded more recently than their “civilized” borough counterparts. Many are former boroughers themselves, with tattered scraps of their suits or overalls worked into their clan coverings. 

Each mustbairn clan begins with “the whisper,” a moment in which one or more halflings claim they hear the earth speaking to them. It whispers that life was not meant to grow in orderly rows: why not let it grow as it will? It whispers that life could be simple again: why not live as you will? Whether it’s a madness or a divine call, many boroughs have collapsed in the last few centuries, abandoned and overgrown, lost to the whisper. 

While mustbairns may lose the trappings of civilization, they never lose their sense of community. A tribe of mustbairns shares what wisdoms the earth has taught them. Besides simply surviving off the land, most mustbairn tribes feel led to dismantle establishment and derail “progress”. It’s common for mustbairn tribes to storm sites of industry and devastate them before disappearing back into the wilderness. They particularly seek out and destroy mining operations that cut deeply into the earth. It’s not uncommon to see non-halflings alongside them, trying their best to listen to the earth’s will. 


Characters raised in the mustbairn culture share a variety of traits in common with one another. 

Child of the Soil. You can feel the heartbeat of the soil through the soles of your feet. You ignore difficult terrain caused by any form of earth or soil, such as mud, or mountainous terrain. In addition, you know the druidcraft cantrip. 

Earthspeak. You can attempt to divine the earth’s wisdom (as the augury spell) by submerging your feet or hands into mud or soil. Once you divine the earth’s wisdom in this way, you can’t use this trait again until after you finish a long rest

Wild and Unshackled. Mustbairns have embraced everything that law and order works against, and have learned to live freely amongst nature. You have the Chaotic alignment for the purposes of any spell or ability that would detect or effect Chaotic creatures. In addition, you gain proficiency with two of the following skills: Acrobatics, Animal Handling, Nature, Religion, or Survival. 

Languages. You can speak, read, sign, and write Common, Halfling, and Terran. 

Mountain Dwarf

Mountain Dwarf

When most people think of dwarves they think of mountain dwarves. Living in tall mountains or vast hills allows them easier access to useful minerals and superior defenses. The abundance of ore leads many mountain dwarves to become smiths, especially weaponsmiths and armorsmiths. Exporting these goods is frequently the cornerstone of a thriving mountain dwarf economy. Indeed, there are many stout folk that trace their lineage to fallen dwarven kingdoms of old, dreaming of restoring lost glory even if the present is already affluent enough. 

Mountain dwarves are very traditional and follow rigid marriage rituals, with some matrimonies arranged two generations in advance, and they are just as detailed and demanding in the keeping of historical records. There is a saying: “The sky will drop before a mountain dwarf forgets a slight.” While these grudges can be kept for generations, the same is true for favors. If you help a mountain dwarf, you might not live to see the debt repaid—but your descendants surely will. 

Having good weapons and armor is no use if you cannot utilize them. Mountain dwarves are all trained in combat, which allows them to see their work put to use—and to personally understand the importance of quality weapons and sturdy armor. You can trust an armorsmith whose life depends on their work. 


Characters raised in the mountain dwarf culture share a variety of traits in common with one another. 

Dwarven Weapon Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. 

Dwarven Armor Training. You have proficiency with light and medium armor. 

Heart of the Forge. You have resistance to fire damage. In addition, you gain proficiency in Engineering.

Mountain Born. You’re acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You’re also naturally adapted to cold climates. 

Stonecunning. Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and gain an expertise die to the check. 

Languages. You can speak, read, write, and sign Common, Dwarvish, and one other language.

Lone Wanderer

Lone Wanderer

Even with the myriad of cultures present to choose from, there will always be those who prefer to march to the beat of their own drum. A lone wanderer shirks all connection to the cultures and communities around them in favor of making their own path. No two lone wanderers are alike, even those that might share a heritage—they all have their own personal goals, superstitions, and traditions. Because of this, lone wanderer culture is the most diverse as well as the most disjointed. You will never find communities that share this culture, but occasionally, when forced together, lone wanderers who can manage to get along can form nomadic groups. 

Choosing this culture does not mean you forego having any personal connections, however. Lone wanderers can have families, former mentors, or old friends which may have influenced their decision to stake it out on their own, or that may make them regret it. 


Characters raised as lone wanderers share a variety of traits in common with one another. 

Culture of My Own. You have rejected other cultures in favor of building your own. You gain four skill or tool proficiencies of your choice. 

Heirloom. You carry a family or cultural heirloom. Choose one weapon worth 100 gold or less. You begin play with a masterwork version of that weapon.

Languages. You can speak, read, write, and sign Common and two additional languages.

Kithbáin Halfling

Kithbáin Halfling

In a forgotten corner of the Dreaming lies a territory called the Twilight, a silent world perpetually under the dim light of the setting sun. This place is home to the kithbáin, or the twilight-touched, halflings who’ve lived for generations in half-light, filling up its silence with the voices of ken. There is no sound in the Twilight but one’s own thoughts, and after long enough, the thoughts of others. 

Kithbáin clachan communities aren’t built as separate homes like halfling boroughs—there’s no point. There’s no notion of secrets or privacy in the Twilight, not when the entire community’s inner thoughts are broadcast for all to hear. The kithbáin live in a single communal structure, mentally connected and in constant silent conversation. Life in a clachan can be eerie, but it’s also open and honest. Lies, theft, crimes of passion—they’re all pointless. 

Clachan gates are unassuming things, a pair of trees twisted to an arch, the wicker door in an old forgotten stone wall, a gap in the unworked natural stone. Stepping through a clachan gate takes you to another world, and locks you out of the place you left behind. Each gate leads to a different isolated pocket of the Twilight ringed by a border of terrible dead woods. Clachan gates are always open from the Material Plane, but only open back towards it at celestial convergences. So when an outsider stumbles through they must choose between braving the woods and the Dreaming beyond or staying for months (or even years) and becoming twilight-touched themselves. Those that finally leave their clachan often find the material world harshly bright and empty, severed from the thoughts of their fellows. 


Characters raised in the kithbáin halfling culture share a variety of traits in common with one another. 

Superior Darkvision. The range of your darkvision increases to 120 feet. If you didn’t have darkvision already, you gain darkvision to a range of 60 feet. 

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

The Ken. Once the voices of the ken fill your eyes they never truly leave you. You can cast telepathic bond without the need for material components once per long rest.

Without Secrets. Living with the ken amongst a clachan means living exposed and without secrets, intimately aware of the true meaning of every spoken word and privy to those unsaid. You are proficient in the Insight skill, and you gain an expertise die on checks made with it. 

Languages. You can speak, read, sign, and write Common, Halfling, and Sylvan.

Itinerant

Itinerant

Some wanderers may not have grown up with a single place to call home. Their culture is a mix of many, allowing them to see things from different angles and perspectives. Always outsiders yet able to blend in with ease, such folks benefit from the wisdom of a wide range of peoples, customs, and places.


Characters raised as itinerants share a variety of traits in common with one another. 

Blending In. You are used to blending into a new culture. You gain proficiency with the disguise kit.

Conscientious Socializer. The first time you interact with strangers in an unfamiliar land or region, you gain an expertise die to the first Charisma check you make. This trait does not work on groups if at least one person in a group knows you.

I Know Someone. You gain one additional connection, which you can choose from any background other than your own.

Many Cultures. You gain proficiency in Culture. In addition, choose Intelligence or Wisdom. Choose Intelligence or Wisdom. You gain an expertise die on ability checks using the chosen ability score that are made to understand the social customs of, interact with, or recall knowledge about individuals, objects, or environments associated with any culture or society you have been surrounded by for a month or longer. 

Motive and Reason. The reason why you have a home away from home tells a unique life story. Choose one of the following:

Homeland Seeker: Stories of a lost magical homeland are constantly on the minds of your community. Like many others, you have joined the effort to locate this place of legends. You gain proficiency in Arcana and History.

Labor Migrant: You, or your ancestors, came in search of honest work or because your skills were in demand. You are proficient with a set of artisan’s tools and one skill of your choice.

Shadow Exile: You left your country under mysterious circumstances. Are you a wanted criminal, a spy, or a self-exile? Only you know your motivation. You are proficient in Deception or Stealth. If you pick Stealth, once between rests you can make a Stealth check to replace a Perception check. If you pick Deception, once between rests you can make a Deception check to replace an Insight check.

Refugee: By great misfortune, you and many others left your homeland so that you might survive. You are proficient in Survival, and when in an urban environment can roll Survival checks when using Intimidation or Persuasion.

Languages. You can speak, read, write, and sign Common and three additional languages.


 

Imperial

Imperial

Great civilizations provide shelter and comfort. As empires and kingdoms grow and the corners of the map are filled in, the dangers and threats beyond the ever-expanding borders can seem more distant and irrelevant. Safety is assured, the next meal is never found wanting, and many living these sheltered existences do so confidently knowing that things will go on as normal, and that the days, weeks, and months will pass uneventfully to blur together into a humdrum life. 

Many in the heart of a nation live quite comfortably, and though there are always discrepancies in wealth and power even the near-destitute enjoy comforts and luxuries unheard of in distant colonies. Healing and schooling, relatively safe streets at night, a law and order that generally works for them rather than against them—all are taken for granted as a base living standard. 

In the largest empires where one can travel for weeks without seeing a border, much of what goes on in the outside world fades into myth. Great winged fire-breathing lizards? Such things would surely be too heavy to fly. Undead horrors? Simple fairy tales told to scare children into behaving. 

While humans are some of the most prolific empire builders, countless others hold the titles. There are dwarven holds so deep and vast that generations can live and die without seeing the sun, and elvish kingdoms so isolated from the outside world that even the multitudes of humanity have faded into myth. These pockets of safety and shelter can crop up anywhere there are strong forces and the determination to push danger outward, though those raised within are often woefully underprepared for what lies just outside their walls. 


Characters raised in the imperial culture share a variety of traits in common with one another. 

Conscript. All subjects of the crown must register for the draft, but many go ahead and serve in the guard. You are proficient with light armor, spears, and light crossbows. 

Learned Teachers. Those at the safe center of empires often have privileged access to fine teachers and the opportunity to follow their interests. You know about the past, at least as told by your people. You gain proficiency in History and one other skill of your choice. 

Local Healers. Citizens at the heart of a nation often see more healers and clerics in a year than a remote villager sees in a lifetime, and your medical upkeep has made you resilient. Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1). 

Languages. You can speak, read, sign, and write Common and one other language.

Hill Dwarf

Hill Dwarf

Some dwarves never settle in underground kingdoms. They live in surface communities, trading, learning, and creating. Known as hill dwarves, they are gregarious, friendly, and worldly. 

No dwarves are more social and artistic than hill dwarves; after all, it’s easier to sell your goods if people like you. While they don’t consider art to be creation in the same sense as crafting something from a forge, hill dwarves share a deep love for music, poetry, theater, and literature. Many a song or play about the rise and fall of mountain dwarf empires was actually written by troupes of hill dwarves. Their live-and-let-live attitude makes their caravans loud, flashy, and fun. 

Hill dwarves frequently engage in fist fights to solve minor issues, and would much rather end the day with a black eye than risk making an enemy out of a friend. They don’t harbor grudges and don’t expect that others do so against them; curiously, other dwarves sometimes have trouble trusting hill dwarves because of their willingness to forgive and forget. 


Characters raised in the hill dwarf culture share a variety of traits in common with one another. 

Community Magic. You know the friends cantrip. Once you reach 3rd level, you can cast charm person once per long rest. At 5th level, you can cast suggestion once per long rest . You don’t need material components for these spells, and when casting them your spellcasting ability is Charisma.

Friendly. You are proficient in either Deception or Persuasion. 

Wagoner. You are either proficient in either Animal Handling or with land vehicles. 

Ways of the Land. You are proficient in Survival and gain an expertise die on checks using it.

Languages. You can speak, read, write, and sign Common, Dwarvish, and two additional languages. 


 

Pagination