# How were you raised? The culture you are raised in is as important to your development as the family you are born into. While your chosen culture usually describes how your character grew up, the culture you choose could also represent the environment in which they spent a number of their formative years. In this section, a wide range of cultures is provided for you to choose from when building your character. The culture you choose grants traits that have been learned, trained, or otherwise developed over time. Each heritage from the previous section has multiple common culture options. For example, shadow elves lead very different lives from high elves, who live different lives from their wood elf counterparts. You can choose any culture, even one usually associated with another heritage. When choosing a culture that is dramatically different from your heritage, you should always ask why, in order to further develop your character’s origin story. You can choose only one culture during this step. >[!note] Similar But Different >Some cultures are commonly associated with certain heritages. There are forest gnome and wood elf communities which may share a geographical root, but are manifestly different in social structure, custom, or tradition. Similarly, deep dwarf and deep gnome communities are very different. A human who grew up in a forest might come from a wildling village, or have been brought up in a wood elf tree-town or a secretive forest gnome enclave. Dwarves can be adopted by elvish communities, and gnomes can live their entire lives in grand cosmopolitan cities. While heritages have suggested cultures, this should not be viewed as a rule or limitation, but merely as an indication that particular combinations are common. >[!question] Why are so many rows struckout?? **Usual Answer:** They aren't in Foundry, and I'm not going to enter a bunch of these. There are honestly some sources that I was sad to see aren't in Foundry, so maybe in a future campaign I'll have some of them manually input. > >**Other Answers:** > - Cultures based on Sci-Fi, Other Planar life, or (to a lesser degree) Firearms aren't appropriate to the current campaign. > - Gate Pass Gazette: The balance on these has a good chance to be ***wonky***, so they're not allowed. ==***Note the links in the column headers, rather than over and over for various rows. :)***== | Culture | Special | [[Languages for Genies & Giants]] | Senses | [Armor](https://a5e.tools/rules/armor) Proficiencies | [Weapon](https://a5e.tools/rules/weapons) Proficiencies | [Skills](https://a5e.tools/rules/skills) | [Toolkits](https://a5e.tools/rules/tools) & [Vehicles](https://a5e.tools/rules/vehicles) | [Movement](https://a5e.tools/rules/time-and-movement) & [Encumbrance](https://a5e.tools/rules/lifting-and-carrying) | [Combat](https://a5e.tools/rules/combat) | [Spells](https://a5e.tabletopbytheik.nl/compendium/spells) | Saving Throws | Resist / Immune | [[Sources]] | | ------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------- | 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--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------- | | ~~Airborn~~ | | | | | | ~~Expertise to pilot airborne fast travel devices~~ | ~~Air vehicles~~ | | | | ~~Expertise to avoid aerial mishaps while using airborne fast travel devices~~ | | ~~Chrono Slip~~ | | ~~Airship Crew~~ | | ~~Common, +1~~ | ~~When in an elevated vantage capable of seeing over obstacles in your environment your vision extends out to two miles.~~ | | ~~rapiers, shortswords, and either ballistas or canons, as determined appropriate to the setting by the Narrator~~ | ~~Expertise on Athletics or Acrobatics to move toward an enemy~~ | ~~air vehicles and tinker’s tools / Expertise to use tinkers tools to make repairs to vehicles~~ | | | | ~~Expertise vs being at high altitude, such as cold or vertigo~~ | ~~You are acclimated to high altitude, including elevations above 20,000 feet~~ | ~~Gate Pass Gazette #16~~ | | Ancestral Guardian | | Common, +1 | | Light | Single martial or rare weapon of your choice | Perception / Insight, plus specialty of sensing motives | | | | | Expertise vs fatigue | | Sinuous Sentinels | | ~~Artificial~~ | | ~~Common, Machine~~ | | | | ~~Expertise on Investigation, computers and Engineering, and an Engineering specialty in robotics~~ | ~~Expertise when using hacking tools~~ | | ~~Expertise on initiative~~ | | | | ~~Voidrunner's Codex~~ | | Atlantean | | Common, Aquan | | | | Choose one from Animal Handling, Arcana, Engineering, Medicine, Nature, and Religion | water vehicles, and one tool of your choice | | | fog cloud, gust of wind, wall of water | | | Manual of Adventurous Resources, Complete | | ~~Backwater~~ | ~~So long as you have two hours to work through junk yards and consignment shops, you can get almost any part or material component for 15% below market value / Can go 1/2 Con mod days without Supply~~ | ~~Common, +1~~ | | | ~~Rifles~~ | ~~Survival and one other skill of your choice~~ | ~~Land vehicles / Expertise to repair land vehicles, even without the appropriate tools.~~ | | | | | | ~~Voidrunner's Codex~~ | | Beach Raider | | Common, +1 | | | | Expertise on Survival checks regarding navigable bodies of water / Intimidation, and gain expertise while within the area described by your Prestige rating | water vehicles and navigator’s tools | Swim speed equal to base speed (or +10 feet) / Double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag | | | | | Secrets of the Selkies | | ~~Belter~~ | ~~When you undertake the Repair journey activity, you count your result as one higher~~ | ~~Common, +1~~ | | | | ~~Engineering / Insight check to learn a creature’s Challenge Rating / expertise on Stealth in cramped spaces~~ | ~~Space vehicles~~ | ~~Move full Speed while squeezing~~ | | | | | ~~Voidrunner's Codex~~ | | Blightlander | Gain an extra connection from a background of your choice. This person is Undead. | Common, Sylvan, plus one other language. (At the Narrator's discretion, you can choose the secret Druidic language.) | | | | Choose one from Deception, Intimidation, Nature, Stealth, or Survival / Arcana, with Undead skill expertise | | | | pestilence, either fog cloud or inflict wounds, either acid arrow or invisibility | | | Manual of Adventurous Resources, Complete | | ~~Blood Pack~~ | ~~Spend 4 hours to locate Supply for yourself and one other creature while outdoors in a forested or mountainous area / Predict the natural weather over the next 24 hours while outdoors in a forested or mountainous area~~ | ~~Common, +1~~ | | | ~~shortbows, longbows~~ | ~~Survival~~ | ~~herbalism kit~~ | | ~~Expertise to attack a bloodied creature, usable PB times per rest~~ | | | | ~~Gate Pass Gazette #8~~ | | ~~Bloodmarked~~ | | ~~Common, Gnoll, and one Beran language such as Draconic, Goblin, Minotaur, or Orc / You can communicate with carnivorous mammalian hunting beasts. These animals have no special fondness for you.~~ | | | | | | | ~~Once per rest, a target you damaged must make a Wis save or it is frightened of you~~ | | ~~Once per LR, you can reroll a failed save / You and allies within 5 feet of you have advantage on death saving throws~~ | | ~~Adventures in ZEITGEIST~~ | | Boggard | Spend 4 hours to locate Supply for yourself and one other creature while traveling through forests, wetlands, and farmlands | Common, Boggard | | | javelins, spears, and tridents, and for you these weapons' base damage die is 1d8. These spears and tridents gain versatile (1d10). | Choose one from Athletics, Nature, Stealth, or Survival | Choose one from carpenter’s tools, woodcarver’s tools, or water vehicles / Create ramshackle version of any survival gear (except for maps and rations) with 10 minutes of work if you have access to simple materials | You know the Charge maneuver. Once per rest you can use it without spending exertion, and can jump the entire distance, even if it exceeds your max long-jump distance. | | | | | Manual of Adventurous Resources, Vol.1: Wilderness | | Brocken | | Common, and choose one from Elvish, draconic, dwarvish, or goblin. If another language is commonly associated with great generals or warrior cultures in your setting, work with your Narrator to choose an appropriate language. | | | | History, and you have advantage on checks to recall knowledge about legendary generals and great battles | | | You learn the Shield Wall combat maneuver and can use it once per LR without spending exertion | | When an ally fails to save vs frightened, spend your reaction for them to reroll | | Out of the Wilds | | Caravanner | Ad hoc cart or wagon | Common, +1 | | | | Animal Handling, Survival | Land Vehicles | Ride your mount or drive your vehicle through spaces occupied by creatures | | | Advantage vs fatigue from a forced march | | Adventurer's Guide | | Carven | Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. | Common, Terran | | | rocks as improvised weapons | Considered proficient with expertise on History checks related to the origin of stonework | mason's tools / Expertise on checks made to carve stone | | Tiny Rock: Range 40/80 feet, 1d6 + Str bludgeoning | | | | Dungeon Delver's Guide | | ~~Children of Zev~~ | | ~~Common, +1~~ | | | | ~~Once per LR, when making a Stealth check, you may allow one ally to use your roll~~ | | | ~~You learn the Bounding Strike combat maneuver and gain a pool of exertion points equal to half your proficiency bonus that can only be used for this maneuver / Reaction: enter a state of focus for up to 1 minute that enables you to take the Help action as a bonus action~~ | | ~~Expertise vs being shoved, and expertise vs effects that would knock you prone~~ | | ~~Gate Pass Gazette #13~~ | | ~~Cinder Chaser~~ | | ~~Common, Ignan~~ | | | ~~scimitars and whips~~ | ~~Acrobatics and Athletics / Expertise on Survival in environments of extreme heat~~ | ~~glassblower’s tools and smith’s tools~~ | | | | ~~Expertise vs frightened~~ | ~~Resist fire (if already resistant, immune to the effects of<br/>environments of extreme heat)~~ | ~~Gate Pass Gazette #18~~ | | Circusfolk | | Common | | | Improvised weapons, 1d6 dmg, and finesse | | | | BA: Disengage | disguise self | | | Adventurer's Guide | | Collegiate | | Common, +3 | | | | Choose one from Arcana, Engineering, Medicine, or Performance and add related additional ability | Calligrapher’s supplies and two other artisan’s tools | | | | | Suppress the effects of an enchantment spell you are under for 1 round | Adventurer's Guide | | Cosmopolitan | Extra conection from a background of your choice | Common, +2 | | | | Culture, one other skill of your choice / Expertise to persuade others to let you remain armed or to conceal weapons or items about your person / Investigation check to learn the location of (or clue to the trail of) your target / Opposed Insight or History check to learn target's culture, national origin, or social standing | | | | | | | Adventurer's Guide | | ~~Crag-Keeper Simirengo~~ | ~~Once per LR, spend 4 hours to locate Supply for yourself and one other creature~~ | ~~Common, Auran, can communicate simple thoughts and ideas with birds of size Small or smaller~~ | | | | ~~Nature and Survival, and choose one from Animal Handling, Medicine, or Perception / Expertise on Perception while keeping watch during a rest / Option 2: Reroll a failed ability check~~ | | | | | ~~Option 1: Expertise on Constitution saving throw made to maintain concentration~~ | | ~~Gate Pass Gazette #5~~ | | ~~Cubero~~ | | ~~Common, Undercommon, +1~~ | | | | ~~Animal Handling / Culture, with a speciality in courtly manners~~ | ~~Poisoner's Kit or Brewer’s tools / Use your poisoner’s kit to extract gold worth up to the challenge rating of an ooze you have slain at the cost of one hour’s work and a poisoner’s kit check~~ | | ~~You are able to ride oozes of sufficient size without being immediately engulfed and dissolved. As a bonus action you may make a Grab On check against an Ooze that is only one size category larger than you.~~ | | | | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | Dawn Elf | Double gold earned from Busk | Common, Elvish, +1 | | | | Performance, and choose from Arcana, Persuasion, Sleight of Hand, or one musical instrument / Expertise to Performance when dancing / Expertise to see through illusory effects | | | | minor illusion | | | Hearth & Home | | ~~De Guerra~~ | | ~~Common, Orc, and one Beran language such as Draconic, Gnoll, Goblin, or Minotaur~~ | | | | ~~Once per rest, ignore one source of disadvantage on an ability or skill check or saving throw~~ | | | ~~Move your Speed toward an enemy of your choice that you can see or hear / Add half your PB on damage rolls for attacks against creatures Large or larger~~ | | ~~Once per rest, ignore one source of disadvantage on an ability or skill check or saving throw / When you or an ally within reach is resisting being pushed or made prone, grant expertise to the check or to the Maneuver DC~~ | | ~~Adventures in ZEITGEIST~~ | | Dead World | You can go without supply for a number of days equal to your Constitution modifier before gaining fatigue / You can cobble together improvised blaster weapons / Option 4: You can hold your breath for 10 minutes | Common, +1 | Option 1: Darkvision +60 feet | | Improvised Weapons | Investigation or Survival / Option 4: Expertise on swimming checks | | | | | Advantage vs Disease and Poison effects including Radiation Sickness / Option 2: automatically succeed on saves to resist the effects of extreme heat / Option 3: automatically succeed on saves to resist the effects of extreme cold | | Martial Artistry | | Deep Dwarf | | Common, Dwarvish, and Undercommon | Darkvision +60 feet | | Hand crossbows, short swords, and war picks | | | | | resistance, jump, enlarge/reduce, but can't cast them in direct sunlight | Advantage vs illusions, charmed, or paralyzed | | Adventurer's Guide | | Deep Gnome | | Common, Gnomish, and Undercommon | Darkvision +60 feet | | | Expertise on Stealth to hide<br/>in rocky terrain | | | | disguise self, blindness/deafness (blindness only), nondetection | | | Adventurer's Guide | | Depths Devotary | Spend 10 minutes blessing a flask of water to convert it into holy water without using powdered silver or a spell slot / While you maintain a poor lifestyle, your prestige bonus increases (instead of decreases) by 1 / Option 1: breatheunderwater as well as in air | Common, +1 | | | | Nature and Religion / Option 3: Deception, once per LR can reroll a check to lie | | | Option 4: heal 1d8 hp per spell point spent | ceremony, may cast it as a ritual and may use holy water as a replacement for the spell’s material component | | Option 1: immune to the effects of deep water, such as pressure and penalties on actions / Option 2: Resist cold, and naturally adapted to hot and cold climates | Secrets of the Selkies | | Desert Hierarch | When you are subject to Supply loss, you can declare up to PB + Int/Wis modifier of the lost Supply as being your protected provisions, conserving it. | Common, +1 | | | | Religion | | Ignore difficult terrain caused by sand and loose soil | | One cantrip of your choice from the cleric, druid, or herald spell list | | Resist radiant / Heat which does not cause you damage does not harm you or inflict fatigue or strife so long as you are not wearing heavy armor or carrying a heavy load | Manual of Adventurous Resources, Vol.2: Intrigue | | Desert Sinuous | 1/2 Supply needed | Common, Ignan | | Light shields | Scimitars, sabers, nets, spears | | | Unaffected by difficult terrain caused by fine sand, grit, gravel, and other loose (but dry) earthen surfaces | | | | Resist Fire | Sinuous Sentinels | | ~~Dialectician~~ | | ~~Common, Dwarf, and Primordial, enough to study nearly all major philosophies~~ | | | | ~~Culture / Expertise to debate or know about philosophy / Deception, Intimidation, and Persuasion checks against you have disadvantage~~ | | | | ~~command, suggestion~~ | ~~Advantage vs illusions and charmed~~ | | ~~Adventures in ZEITGEIST~~ | | Dino-Rider | Spirit Bond (Dinosaur) | Common, +1 | | | | Animal Handling, and either Nature or Survival / Expertise on checks made to interact with or recall information about dinosaurs | land vehicles | Option 1: When you fall, if you aren’t incapacitated, you can glide and move up to 2 feet horizontally for ever 1 foot you descend / Option 2: BA: can move up to your Speed towards an enemy that you can see or hear | Option 3: AC equal to 13 + your Dex mod, stacks with shield / Option 4: Bite: 1d8 + Str piercing | Option 5: thunderwave | | Option 1: Immune to falling damage as long as you aren't incapacitated | Manual of Adventurous Resources, Vol.1: Wilderness | | Dragonbound | | Common, Draconic | | | | Expertise on Charisma checks made to influence dragon creatures / Essence: Expertise on Charisma checks made to influence beast and celestial creatures, Metallic: Choose from Arcana, History, Medicine, Nature, or Religion and also gain expertise | | | | One cantrip of your choice from the cleric or wizard spell lists / Chromatic: fear, Essence: druidcraft, Gem: message, illusory script, invisibility | | | Adventurer's Guide | | Dragoncult | | Common, Draconic | | | | Choose two from Arcana, Deception, Persuasion, Religion, or Stealth, Option 3: Expertise on Stealth, Option 4: Expertise on Wisdom or Intelligence checks | | Option 2: Move through nonmagical solid objects and occupied spaces | Option 1: Extra breath weapon damage equal to half your level | Option 3: disguise self | | Option 4: Resist your breath weapon's damage type | Adventurer's Guide | | ~~Dreaming Wilds~~ | ~~In nearly any natural landscape, you do not require Supply each day of a journey / Once per day you can turn a rock, plant, or animal part into a mundane piece of survival gear or a tool kit~~ | ~~Common and Sylvan~~ | | | | ~~Choose one from Animal Handling, Nature, Survival, and gain expertise on your chosen skill in your chosen region~~ | ~~musical instrument~~ | ~~You can move normally through non-magical difficult terrain in your chosen region.~~ | | ~~Choose one from acid splash, pestilence, produce flame, ray of frost, shillelagh, shocking grasp~~ | | | ~~Gate Pass Gazette #4~~ | | ~~Drifter~~ | ~~System Hotwire~~ | ~~Common, +2~~ | | | | ~~computers or Engineering / Expertise when working with your home ship or station or a similar system / Expertise vs rattled or suffering a level of strife~~ | ~~Space vehicles and one tool of your choice / Taking the Use an Object action to use this tool is a bonus action for you~~ | ~~Zero-g does not count as difficult terrain for you / When you make a Dexterity check to maneuver in zero- or low-gravity conditions, any rolls under 10 count as 10 instead~~ | | | ~~Expertise vs rattled or suffering a level of strife~~ | | ~~Voidrunner's Codex~~ | | Dusk Elf | | Common, Elvish, and Sylvan | Darkvision +60 feet | | | Arcana, expertise to recall forbidden knowledge / Choose one from Deception, Intimidation, Stealth, or Survival | | | | chill touch or ray of frost | | | Hearth & Home | | ~~Earthen Artisan~~ | ~~Double the hit points a structure regains from the next action you or an ally take to repair it~~ | ~~Common, Terran, and either Dwarven or Undercommon~~ | | | ~~light hammers and warhammers~~ | ~~Engineering~~ | ~~Choose two from jeweler’s tools, mason’s tools, or potter’s tools~~ | | ~~BA: identify the weight-bearing wall or pillars of a structure, dealing double damage against it with your next weapon attack~~ | | ~~Expertise vs the knockdown and shove basic maneuvers~~ | | ~~Gate Pass Gazette #18~~ | | Eladrin | Add Fey creature type | | | | longswords and rapiers | Choose one from Arcana, Culture, Deception, History, Insight, Persuasion, Survival | | Forego your movement on your turn to teleport 30 feet to an unoccupied space you can see | | One cantrip from Table: Eladrin Invocations | | | Adventurer's Guide | | Elemental Bound | | Common, Primordial | | | | Choose one from Arcana, Nature, or Religion, and select a specialty for it / If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you | | | | One cantrip from the druid or warlock spell list | If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you | Choose one from acid, cold, fire, lightning, or thunder, and gain resistance to it until you replace it with a diff choice, you can give it to another creature for 1 hour | Manual of Adventurous Resources, Vol.1: Wilderness | | ~~Elfaivaran~~ | ~~Add Fey creature type~~ | ~~Common, Elvish, and Sylvan~~ | | | ~~longswords, scimitars, and whips~~ | ~~History or Nature~~ | ~~one tool or instrument of your choice~~ | | | ~~spare the dying, heroism, misty step~~ | | | ~~Adventures in ZEITGEIST~~ | | ~~Elysians~~ | | ~~Common, Elysan, +2~~ | | ~~Option 1: Either medium armor and shields, or choose two from persuasion, deception, insight and intimidation / Option 2: light armor~~ | ~~Option 1: Choose two from labrys (battleaxes), tridents, pikes, javelins, and spears / Option 2: Choose one from composite bows, longbows, or slings~~ | ~~Option 1: Either medium armor and shields, or choose two from persuasion, deception, insight and intimidation / Option 3: athletics or performance~~ | ~~Option 3: One set of artisans tools, one musical instrument (typically, harp, lyre, pipes, flute) and one gaming set proficiency (typically, dice, dragonchess, cards)~~ | | | ~~augury / Option 2: mending and message / Option 3: Choose two from dancing lights, guidance, thaumaturgy, vicious mockery~~ | | | ~~Worlds To-Go: The Elysians~~ | | ~~Enlightened~~ | | ~~Common, +3~~ | | | | ~~Choose two from History, Insight, Nature, Religion, Performance, or Science~~ | ~~musical instrument or artisanal tools~~ | | ~~Choose 1 Psionic Reflex, or a 1st degree combat maneuver you can use without spending exertion once per short rest~~ | | | | ~~Voidrunner's Codex~~ | | ~~Ethereal Scout~~ | | ~~Common, Abyssal, and Infernal~~ | | | | ~~Arcana and Survival~~ | | | | ~~You know one cantrip of your choice from the wizard spell list~~ | ~~Advantage vs illusions and being charmed~~ | | ~~Gate Pass Gazette #3~~ | | Exile | Option 2: Choose a heritage trait that keys off of an ability score or modifier, and then choose a different ability score or modifier for that trait. Alternatively, if you have a trait with a range or<br/>movement speed, you can increase it by 10ft or 5ft respectively | | | | | Engineering or Science / Intimidation or Persuasion, and gain Expertise while one or more allies are within 30ft / Expertise to find or travel to a planet, city, or other location so long as you have access to a map or chart / Allies who Help you need only spend a bonus action to do so / Option 1: Advantage on Stealth Checks to hide in crowds or in manufactured environments such as starships or cities / Option 3: When you make a Charisma check and roll a 5 or less you may instead treat the dice roll as a 10: this includes attack rolls and saving throws. | | | Allies who Help you need only spend a bonus action to do so / Reaction: Take half the damage on behalf of an ally who would drop to 0 hit points / Option 3: When you make a Charisma check and roll a 5 or less you may instead treat the dice roll as a 10: this includes attack rolls and saving throws. | Option 4: Choose any Cleric Cantrip | Option 3: When you make a Charisma check and roll a 5 or less you may instead treat the dice roll as a 10: this includes attack rolls and saving throws. | | Martial Artistry | | Faceless | You can change clothes, assume a disguise, or doff armor as an action. / By asking around, you can learn the identities of any Faceless operating in a community, and whether the activities of a non-Faceless shapechanger are suspected. | Common, +3 | | | | Choose one from Deception, Insight, Sleight of Hand, or Stealth / Make Investigation checks to gather rumors with advantage | | | | friends, charm person | | | Dungeon Delver's Guide | | ~~Far-Flyer Simirengo~~ | | ~~Common, Aquan, +2~~ | | | ~~longbows and javelins~~ | ~~Choose two from Culture, Engineering, History, Insight, Religion~~ | ~~any one tool or musical instrument~~ | | ~~You learn one 1st level maneuver from the Tooth and Claw tradition~~ | | | | ~~Gate Pass Gazette #5~~ | | Feuding Bloodlines | When someone rolls a check to try and find weapons you have hidden on your body, you can expend a reaction to impose disadvantage on the roll / After speaking with or observing someone, you can recognize whether their CR or Level is higher than your own as well as whether, or what, combat traditions they are proficient in. | | | | improvised weapons | Expertise on Deception or Perform checks to veil your hostility | | | You may always use Deception for initiative in any combat which occurs during a social encounter | | | | Martial Artistry | | ~~Fey Court~~ | | ~~Common, Sylvan, +1~~ | | | | ~~Choose one from Culture, Deception, Insight, Performance, Persuasion, or Stealth~~ | ~~one musical instrument or gaming set~~ | | ~~Reaction: Once per LR, when a creature makes an attack roll with disadvantage against you, but before the outcome is known, you can roll an additional d20 and select which of the 3 the attacker uses~~ | ~~friends~~ | | | ~~Gate Pass Gazette #4~~ | | Firbolg | Add Fey creature type | Common, Elvish, Giant / All Beasts and Plants understand your speech, but you can't understand them | | Shields | battleaxe and longbow | Advantage on Charisma checks vs Beasts and Plants / Choose one from Animal Handling, Arcana, Nature, Stealth, or Survival. | | | | Once per rest, cast either detect magic or disguise self (you can vary your height by up to 3 feet) | | | Manual of Adventurous Resources, Vol.1: Wilderness | | ~~Fireborn~~ | | ~~Common, Ignan, +1~~ | | | | | | | | ~~guidance~~ | ~~Expertise vs frightened / Option 1: Expertise vs cold damage~~ | ~~Option 2: Resist fire~~ | ~~Chrono Slip~~ | | Floating Villager | You can hold your breath for PB + Constitution | Common, +1 (including Aquan) | | | nets and tridents | | navigator’s tools or tinker’s tools / water vehicles, with expertise to control or navigate them / You can use tinker’s tools to repair a water vehicle you own | Swim 30 (or +10) | | | Advantage on Strength saves vs effects that would knock your prone | | Handbook of Heritages | | Fomor | | Common, Undercommon, Giant | Darkvision +60 feet | | | History, plus one History specialty of your choice | poisoner’s kit and smith’s tools | | | chill touch, bane, mental grip | | | Manual of Adventurous Resources, Vol.1: Wilderness | | Forest Gnome | Communicate simple thoughts and ideas with beasts of size Small or smaller | Common, Gnomish | | | | | one type of artisans’ tools | | | disguise self, blur, major image | | | Adventurer's Guide | | Forgotten Folx | | Common, Gnomish, +1 | As long as an ally is within 60 feet of you, you always know their general location even if you cannot see or other-wise sense them | | | | | | Use the Help action as a bonus action up to 15 feet distance, and once per LR this adds expertise plus advantage | | | | Adventurer's Guide | | Forsaken | Can go 1/2 Con mod days without Supply | Common, +2 | | | | After you fail an ability check, you have advantage on your next ability check | Can improvize a temporary toolkit during a LR | Speed +5 / Carrying capacity as 1 Size larger | | | | | Adventurer's Guide | | ~~Free Cities~~ | | ~~Common, Eleftheros, +2~~ | | | | ~~Persuasion and Deception / Option 1: proficiency and two specialities of your choice in one of: Arcana, Culture, Engineering, History, Nature, or Religion / Option 2: Performance and two specialities / Option 4: Survival / Option 5: Choose two from Insight, Intimidation, and Performance / Option 6: Acrobatics, Athletics, and Sleight of Hand / Option 7: Medicine and Religion~~ | ~~Option 2: proficiency and one specialty in musical instruments / Option 3: Proficiency and expertise in two Trade tools of your choice (Artisans, Gaming Sets, Musical Instruments and Miscellaneous Tools) / Option 4: Land and Water vehicles, Navigator’s Tools~~ | | | ~~flex / Option 6: dancing lights~~ | | | ~~Worlds To-Go: The Elysians~~ | | Giant-Kept | | Common, Giant | | | If you are Small, you can wield Heavy weapons without disadvantage / If you are Medium, you can wield weapons made for Large or larger creatures without disadvantage | | | Carrying capacity is PB + your Strength, and +1 bulky item and +1 Supply | Thrown Rocks: Range 20/60 feet, 1d10 + Str bludgeoning / When in combat with a creature two or more sizes bigger than you, you can use your reaction to add an expertise die to your AC | | | | Handbook of Heritages | | Godbound | One additional connection, from the Acolyte background | Common, +1 | | | | Religion, and choose from Performance, two musical instruments, or two artisan’s tools / Make Insight or Religion check to determine religious details of a target / Advantage on checks to socially interact with members of your current or former faith | | | | One cantrip of your choice from the cleric, druid, or herald spell list | Expertise vs charmed or frightened | | Adventurer's Guide | | Goliath | | Common, Giant | | light armor | | Choose one from History, Nature, Performance, or Religion / Choose another from Acrobatics, Athletics, or Survival / Expertise to recall lore about or to track giants | smith’s tools or one artisan’s tool, and gain expertise in it | | You learn one 1st degree combat maneuver from any tradition, and can use it once per rest without using any exertion | | | Resist cold / You are acclimated to high altitudes, including elevations over 20,000 feet. | Manual of Adventurous Resources, Vol.1: Wilderness | | Grimlock | | Common, Undercommon, and you can read Grimlock texture writing | Variant: blindsight 60 feet | | Improvised weapons / Option 3: Stealth, shortswords, and shotguns | Option 1: Engineering and tinker’s tools / Option 2: Medicine and herbalist’s kits / Option 3: Stealth, shortswords, and shotguns / Never suffer disadvantage for being unable to see while making skill checks | Option 1: Engineering and tinker’s tools / Option 2: Medicine and herbalist’s kits | | | | | Variant: Any time you take thunder damage, you make a Constitution save against a DC of 10 or half the damage taken, whichever is higher. On a failure, you are deafened until the end of your next turn. / Immune to any illusion spell that relies on vision / You are immune to attacks and effects that require meeting a creature’s eyes, such as a medusa’s petrifying gaze | Dungeon Delver's Guide | | Grippli | Hunting, harvesting, or scrounging, etc produce twice as much food/water when you're involved, and leftovers can be saved as Supply. | Common, Grippli | | | javelins, spears, and tridents, and for you they are finesse weapons / Option: Any one other tool or martial weapon | Performance, plus one Performance specialty of your choice / Choose one from Insight, Nature, Survival, or Persuasion | One artisan tool / Option: Any one other tool or martial weapon | | | | | | Manual of Adventurous Resources, Vol.1: Wilderness | | ~~Grovekept~~ | ~~Add Fey creature type~~ | ~~Common, Sylvan~~ | | | | ~~Culture and specialty in courtly manners and etiquette, additional advantage vs Fey / Disadvantage on Culture regarding cultures you have not directly interacted with / Choose one from Insight, Performance, Persuasion, and Stealth / Make an opposed Insight or Persuasion check to learn about a group's dynamics~~ | ~~one musical instrument~~ | | | | ~~Expertise vs charmed or frightened~~ | | ~~Gate Pass Gazette #26~~ | | ~~Harimau~~ | | ~~Common, Elvish, and Abyssal (the blessed language of Hewanharimau)~~ | | | | ~~Stealth or Survival / Once per LR per creature, you gain advantage when you make a check with a skill or tool against a creature that you are hidden from, or if you are successfully disguised, or if you have deceived that creature somehow~~ | ~~Once per LR per creature, you gain advantage when you make a check with a skill or tool against a creature that you are hidden from, or if you are successfully disguised, or if you have deceived that creature somehow~~ | | ~~Unarmed Strike: 1d6+Str bludgeoning, piercing, or slashing damage / Move 20+ feet toward target then hit it with a melee attack, it must make a Strength save or be knocked prone / If the target is prone, you can make one unarmed attack against it as a bonus action~~ | | | | ~~Adventures in ZEITGEIST~~ | | Hearth Sprite | | Common, +1 | | | | Expertise on checks made to hide. In a settlement or other urban area, you roll your check with advantage / Culture, expertise to recall knowledge regarding local traditions and superstitions | | | | preparedness | | | Hearth & Home | | Hidden Citizen | | Your people’s language, +1 | | | one martial weapon, you start the game with that weapon, and gain additional benefits based on your choice | Option: Choose one from Performance, cook’s utensils, painter’s supplies, or one musical instrument / Expertise to play a song, perform a dance, tell a tale, create art, or cook a dish native to your homeland / Expertise in Deception when dealing with people not from your Hidden City | Option: Choose one from Performance, cook’s utensils, painter’s supplies, or one musical instrument / Expertise to play a song, perform a dance, tell a tale, create art, or cook a dish native to your homeland | | | | | | Handbook of Heritages | | High Elf | | Common, Elvish, +1 | | | rapiers and longswords | Culture and one additional skill of your choice / Can always use Intelligence for Deception, Insight, Intimidation, or Persuasion | | | | 1 cantrip from any spell list | | | Adventurer's Guide | | Hill Dwarf | | Common, Dwarvish, +2 | | | | Deception or Persuasion / Animal Handling or land vehicles / Survival and gain expertise | Animal Handling or land vehicles | | | friends, charm person, suggestion | | | Adventurer's Guide | | ~~Honorbound~~ | | ~~Common, +1~~ | | | ~~2 martial weapons of your choice and starship weapons~~ | ~~Culture, Performance, two musical instruments, or two artisan’s tools, and choose two from Athletics, Acrobatics, or Intimidation / If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you~~ | ~~Culture, Performance, two musical instruments, or two artisan’s tools~~ | | ~~If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you~~ | | | | ~~Voidrunner's Codex~~ | | Hoplite Legionnarie | | Common, +1 | | | javelins, spears, and shields | | | | For you and allies within 5 x PB all weapons have the defensive (any) property | | Expertise vs charmed or frightened | | Manual of Adventurous Resources, Vol.2: Intrigue | | Horse Lord | Begin play with a riding horse / Each LR, designate one creature as a bonded mount, if it is untrained you can still control it as if it were trained. If it is a horse, it gains advantage on saving throws against spells | Common, +1 | | shields | battleaxe and shortbow | Animal Handling | land vehicles / choose one from smith’s tools, leatherworker’s tools, or sewing kit | | Learn one 1st-degree Spirited Steed maneuver, and you can use it once between rests without spending exertion | | | | Manual of Adventurous Resources, Vol.1: Wilderness | | Imperial (AG) | | Common, +1 | | | light armor, spears, and light crossbows | History and one other skill of your choice | | | | | | Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead | Adventurer's Guide | | ~~Imperium (VRC)~~ | ~~When interacting with merchants from a sector associated with your empire, you are able to use your station to secure a 10% discount on most goods and services~~ | ~~Common, +1~~ | | | ~~pistols and rifles~~ | ~~History and either Culture, Nature, Performance, or Religion~~ | ~~land, air, and space vehicles~~ | | | | | | ~~Voidrunner's Codex~~ | | ~~Inter-Islanders~~ | ~~Option 2: You can hold your breath for double your Constitution modifier minutes (min 2) before checking for suffocation or drowning.~~ | ~~Common, Tollmi, +2 of your choice, and the language of the beasts of the sea~~ | | | | ~~Performance / Option 1: Perception and Animal Handling, and you don’t have disadvantage on Perception checks caused by dim light~~ | ~~Option 2: water vehicles, You don’t need specific tools to repair Water vehicles, you can improvise from what’s around you at a cost of 1 Supply per roll.~~ | | | ~~major image / Option 2: druidcraft~~ | | | ~~Worlds To-Go: The Elysians~~ | | Irreproducing Culture | | | | | | Arcana, or Engineering or Use Computer / Choose an animal or nonsapient drone as your adopted pet, and gain advantage on any Animal Handling, Intimidation, Persuasion, or Science skill used in relation to it / Expertise to locate a specific creature, alive or dead | | | When you attempt to Help your chosen creatures or use a spell or ability that heals or repairs them as an action, you may instead spend a bonus action to do so. | | | | Martial Artistry | | ~~Island Hoppers~~ | ~~Spend 4 hours to find enough food for you and one other creature / Always know which way is North in nonmagical environments~~ | ~~Common, Aquan, +2~~ | | | ~~net and trident~~ | ~~Expertise in swimming-related tests~~ | ~~water vehicles~~ | | | | | | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | Islander | Double the length of time you can hold your breath / Total Supply consumed by yourself and up to 5 other creatures is halved | Common, +1 | | | javelins, nets, spears, and tridents | Can use Intelligence in any checks related to ocean navigation | water vehicles / Choose one from navigator’s tools, sewing kit, or woodcutter's tools | You ignore difficult terrain caused by intense wind or rain / You halve the distance of forced movement caused by air or water effects | | one druid cantrip of your choice | Option 1: Expertise vs cold, wind, and water spells and similar effects / Option 2: Expertise vs fire, radiant, and water spells and similar effects | | Manual of Adventurous Resources, Vol.5: Elements | | Itinerant | One additional Connection, from any background other than your own | Common, +3 | | | | First time you interact with strangers in an unfamiliar land or region, you gain an expertise die to the first Charisma check / Culture, plus additional benefits under Many Cultures / Option 1: Arcana and History / Option 3: Deception (once per rest can use instead of Insight) or Stealth (once per rest can use instead of Perception) / Option 4: Survival, and in urban environments can use Intimidation or Persuasion instead of Survival | disguise kit / Option 2: a set of artisan’s tools and one skill of your choice | | | | | | Adventurer's Guide | | ~~Ka-Teni~~ | ~~During a SR, you can recover a number of hit dice equal to half your PB~~ | ~~Common, Dwarvish, +2~~ | | | | ~~Option 2: Athletics / Option 3: Medicine / Option 4: Animal Handling / Option 5: Performance~~ | ~~Once per LR, can use healer's satchel to remove one level of strife, or to ignore two levels of fatigue / Option 1: woodcarver’s tools, jeweler’s tools, and tinker’s tools / Option 2: leatherworker’s tools / Option 3: herbalism kit / Option 4: land vehicles / Option 5: disguise kit or an instrument of your choice~~ | | | ~~locate object~~ | | | ~~Gate Pass Gazette #28~~ | | ~~Keeper of the Land~~ | ~~Choose a region from T&T to represent the land where you grew up. You have advantage on rolls made to overcome Exploration Challenges in that type of region. / Expertise on checks to perform the Harvest and Hunt and Gather journey activities.~~ | ~~Common, +1~~ | | | | ~~Performance, and Culture or History~~ | | | | ~~guidance~~ | ~~Expertise vs spells of the compulsion spell school~~ | | ~~Gate Pass Gazette #16~~ | | ~~Kitax Regnum~~ | | ~~Common, Kitax, +1 / You can read, write, and sign any language you know, but you can’t speak languages you gain from this culture without the aid of telepathy or similar features unless you have learned them elsewhere.~~ | | | | ~~Animal Handling / Gain the farming specialty for Animal Handling and Nature~~ | | | ~~Once per rest, you can hum using a psychic wavelength that disrupts psionics and spellcasting, forcing Concentration checks / Press the Attack provides 1d6 expertise die to your ally, and target only gains expertise rather than advantage to hit you~~ | | | | ~~Gate Pass Gazette #34~~ | | Kithbáin Halfling | | Common, Halfling, and Sylvan | Darkvision +60 feet | | | Insight, and gain expertise / Disadvantage on attack rolls and Perception checks involving sight and direct sunlight | | | Disadvantage on attack rolls and Perception checks involving sight and direct sunlight | telepathic bond | | | Adventurer's Guide | | ~~Lake Thump-Tails~~ | ~~Expertise to perform the Gather Information downtime activity / Expertise on the Gossip journey activity / Expertise on the Rumormonger tavern crawl activity~~ | ~~Common, +1~~ | | | | ~~Expertise on Insight checks / Choose two from Athletics, Engineering, Nature, and Survival / Expertise die on Survival checks pertaining to freshwater or brackish environments~~ | ~~two artisan’s tools, water<br/>vehicles~~ | | | | | | ~~Gate Pass Gazette #37~~ | | ~~Lemurian~~ | | ~~Common and Lemurian / Option 2: Druidic~~ | | | | ~~Choose two from Athletics, Acrobatics, Survival, and Perception / Expertise on Survival / Expertise on checks made to overcome exploration challenges made within cold environments / Option 1: Stealth, and gain expertise on Perception checks related to hearing / Option 4: Expertise on Acrobatics checks and when foraging (including the Harvest and Hunt and Gather journey activities)~~ | ~~Option 2: cartographer’s tools~~ | | ~~Option 3: Once per LR use the Ride Enemy combat maneuver without expending exertion~~ | ~~Option 2: grapevine~~ | | | ~~Gate Pass Gazette #33~~ | | ~~Lexican~~ | ~~In place of consuming Supply, you can read a book you have never read before over the course of a short or long rest.~~ | ~~Common, +3~~ | | | | ~~Expertise on checks to recall information about other planes of existence, as well as on checks to locate and interact with gateways between planes / Choose specialties from random skills until your next LR~~ | | ~~Climb speed equal to base Speed~~ | | ~~spider climb~~ | | | ~~Gate Pass Gazette #20~~ | | Lone Wanderer | Begin play with a masterwork version of a weapon worth 100 gold or less | Common, +2 | | | | Four skill or tool proficiencies of your choice | Four skill or tool proficiencies of your choice | | | | | | Adventurer's Guide | | Lunar Chrysalian | | Common, Sylvan | Darkvision +30 feet | | | Choose two from Arcana, History, Medicine, Nature, or Survival | | | | dancing lights, faerie fire, pass without trace | | | Hearth & Home | | Mariner | Can predict the weather within the next 24 hours | Common, +1 | | | | Advantage on Athletics checks made to climb or swim / Can use Insight or Perception to notice magical weather changes | water vehicles, tinker's tools, and navigator's tools / Expertise to control or navigate a water vehicle / Can use tinker’s tools, with expertise, to repair a water vehicle you...[cuts off, but guess based on similarly-worded Nomad ability is "...have travelled in for at least 1 month"] | | | | Advantage to resist being knocked prone | | A5e.tools | | Marshlander | By spending 1 hour weaving grasses together, create a temporary shelter that keeps Supply and up to 4 Medium or smaller creatures dry | Common, +1 | | | | Stealth, and gain expertise to camouflage yourself. If you spend 1 minute covering yourself in mud and leaves, you have advantage on checks made to Hide in wilderness areas | | You are unaffected by difficult terrain caused by nonmagical swamps and marshes | | | | | Out of the Wilds | | Meld-Member | | Common, Undercommon, and Mycelial | Darkvision +60 feet | | | History and Performance / Stealth, and gain expertise when you don’t move more than 10 feet in a turn | one musical instrument | | | | Advantage vs poisons | Resist poison | Dungeon Delver's Guide | | ~~Mercantile~~ | ~~You start play with twice the credits you ordinarily would / Determine the value of any object by examining it for one minute~~ | ~~Common, +2~~ | | | | ~~Culture, Insight, and Persuasion~~ | | | | | | | ~~Voidrunner's Codex~~ | | ~~Mergian Migrator~~ | ~~One primary trait chosen from the Abundant Amalgamation table (see Mergia) / As long as you are sleeping on something different from the last time you took a long rest, you only require slightly less than 4 hours of sleep to benefit from a long rest~~ | ~~Common, +2~~ | | | | ~~Expertise on ability checks made against sentient items / Advantage on the first ability check you make in an unfamiliar land or region~~ | | ~~You are able to carry one additional bulky item~~ | | | ~~Expertise vs planar traits~~ | | ~~Planestrider's Journal~~ | | ~~Militant~~ | | ~~Common, +1~~ | | ~~Light armor~~ | ~~starship weapons, one martial weapon of your choice~~ | ~~History, and gain a specialization in military history~~ | ~~land, air, or space vehicles~~ | | ~~Expertise die on attack rolls against creature you're dueling, as long as you receive no aid in the duel~~ | | | | ~~Voidrunner's Codex~~ | | Mischief Maker | | Common, +2 | | | | Choose one from Deception, Performance, or Sleight of Hand, or with disguise kits / When you are involved in a group skill check, you are treated as proficient in the skill if anyone in the group is proficient in the skill. / If you are Small, you can make a Deception check or use a disguise kit to appear to be Medium while standing on another Small humanoid’s shoulders | Choose one from Deception, Performance, or Sleight of Hand, or with disguise kits / If you are Small, you can make a Deception check or use a disguise kit to appear to be Medium while standing on another Small humanoid’s shoulders | | Opportunity attacks against you are at disadvantage | | | | Dungeon Delver's Guide | | ~~Moonkeeper~~ | | ~~Common, +1~~ | ~~Darkvision +60 feet~~ | | | ~~Expertise on Stealth / Choose one from Arcana, Deception, History, Intimidation, Performance, or Religion~~ | | | | ~~Two 1st-level spells of your choice. These spells must have the ritual tag and you may only cast them as rituals.~~ | | | ~~Gate Pass Gazette #8~~ | | Motley Crew | You can mimic animal sounds and humanoid voices, others make Insight checks to tell they are imitations | Common and Undercommon | Darkvision +60 feet | | light hammer, maul, warhammer, and war pick | When you use the Help action to aid another creature make an ability check, they also gain an expertise die. | | | | | | Immune to rattled | Dungeon Delver's Guide | | Mountain Dwarf | | Common, Dwarvish, +1 | | Light armor, medium armor | battleaxe, handaxe, lighthammer, and warhammer | Engineering / Considered proficient with expertise on History checks related to the origin of stonework | | | | | | Resist fire / You’re acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet / You're naturally adapted to cold climates | Adventurer's Guide | | Mustbairn Halfling | Chaotic alignment | Common, Halfling, and Terran | | | | Choose two from Acrobatics, Animal Handling, Nature, Religion, or Survival | | Ignore difficult terrain caused by any form of earth or soil, such as mud, or mountainous terrain | | druidcraft, augury | | | Adventurer's Guide | | Necropolitan | You gain an extra contact, selected from a background of your choice. This person is Undead | Common, +2 | | | | Arcana, and gain the Undead skill expertise / Choose one from Deception, Intimidation, Investigation, Sleight of Hand, or Stealth / Use Investigation to learn the location of (or at the Narrator’s discretion gain a helpful clue to the trail of) a person by discreetly asking around in the right places | | | | chill touch, either false life or inflict wounds, either invisibility or ray of enfeeblement | | | Manual of Adventurous Resources, Vol.3: Light and Dark | | New Sealander | You require only half the gold and time to perform the Train downtime activity / You gain an additional connection, which you may choose from any background other than your own | Common, +2 | | | | Culture, Deception / Expertise on checks to recall information about coastal locations / Expertise on checks to trade, barter, buy, or sell | water vehicles, one gaming set, one musical instrument, and choose one from cook’s utensils or brewer’s supplies | | | | | | Secrets of the Selkies | | Nomad | Can predict the weather within the next 24 hours | | | Animal Handling and Survival, and either Medicine, Nature, or Perception | | Can use Insight or Perception to notice magical weather changes | Land vehicles and tinker’s tools / Expertise to control or navigate a land vehicle / Can use tinker’s tools, with expertise, to repair a land vehicle you have travelled in for at least 1 month | | | | | | Adventurer's Guide | | ~~Open-Air Ascetic~~ | ~~Option 1: You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without / Option 2: During a LR, you may enter a Trance for 4 hours instead of sleeping for 6, with no penalty to passive Perception.~~ | ~~Common, Auran, +2~~ | | | | ~~Athletics~~ | ~~one musical instrument and one set of artisan’s tools~~ | ~~Add 5 feet to distance or height you can jump with a running start / Double your speed without using the Dash action. You can’t use this feature again until you have spent at least one turn without expending movement.~~ | | | | | ~~Gate Pass Gazette #18~~ | | ~~Ostinad Horselord~~ | ~~You gain a draft horse or riding horse / You know what direction your bonded mount is as long as you are on the same plane / At the end of a SR your mount heals an additional 2d8 hit points / When not fatigued, at the end of a LR your bonded mount regains all of its hit dice~~ | ~~Common, +1~~ | | | | ~~Animal Handling, with expertise~~ | | | ~~If you learn combat maneuvers, you may always choose from the Spirited Steed tradition. In addition, it costs 1 less exertion point for you to activate Spirited Steed combat maneuvers.~~ | ~~Gain one 1st-level spell from the Beasts spell school, from any class spell list. This uses a hit die instead of a spell slot~~ | ~~Your bonded mount has advantage vs fear~~ | | ~~To Save A Kingdom~~ | | ~~Pachydex Collective~~ | | | | | | | | | | | | | ~~Gate Pass Gazette #41~~ | | Packmate | You gain an extra contact, one of your former packmates | Common, +1 | | | | Intimidation / If you miss with an attack roll or fail an ability check or saving throw, roll a d6 and add that to your roll if your designated Pack Tactics ally can see you | | | Pack Tactics: Expertise die on attack rolls against a creature if you a specified ally are within 5 feet of one another / If you miss with an attack roll or fail an ability check or saving throw, roll a d6 and add that to your roll if your designated Pack Tactics ally can see you | | If you miss with an attack roll or fail an ability check or saving throw, roll a d6 and add that to your roll if your designated Pack Tactics ally can see you | | Handbook of Heritages | | ~~Pastoralists~~ | ~~Predict the weather on the coast or sea within the next 24 hours~~ | ~~Common, +2~~ | | | | ~~Proficiency and expertise in Animal Handling / Use Insight or Perception check to notice magical changes in the weather~~ | | | | ~~animal friendship~~ | ~~Expertise vs weather effects you have predicted~~ | ~~First time between each long rest you would gain a level of fatigue, you do not gain that level of fatigue~~ | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | ~~Pedresco~~ | | ~~Common, Orc, and one Beran language such as Draconic, Gnoll, Goblin, or Minotaur.~~ | | | | ~~Culture / Once per LR, when an ally uses the Help action to aid you, you can reroll one of the dice you roll and use the new result.~~ | | | ~~Once per LR, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. / Once per LR, when an ally uses the Help action to aid you, you can reroll one of the dice you roll and use the new result.~~ | | | | ~~Adventures in ZEITGEIST~~ | | Planar Court | | Common, and choose one from Abyssal, Sylvan, Infernal, or Primordial | | | | Arcana / Choose one from Deception, Intimidation, or Persuasion, and you gainexpertise when trying to influence a creature of the same type as your court / Make an opposed Arcana or History check against a creature of the same type as your court to learn a bit of lore about either that creature or its species, including its social standing | one musical instrument and one gaming set | | | Choose one from druidcraft, prestidigitation, minor illusion, resistance, or thaumaturgy | | | Handbook of Heritages | | ~~Pre-Industrial~~ | | ~~Common, +1~~ | | | | ~~Animal Handling, Nature, and Survival / Use Insight or Perception to predict weather for next 24 hours / Each time you gain a level, can choose to lose proficiency in one skill or tool and gain proficiency in a different skill or tool~~ | ~~artisan’s tool, a musical instrument, or smith’s tools~~ | | | | ~~Expertise vs poisons~~ | | ~~Voidrunner's Codex~~ | | ~~Rebel~~ | ~~Reaction: Transfer inspiration to another ally within 30 feet~~ | ~~Common, +2~~ | | | | ~~Choose two from Athletics, Science, Stealth, and Survival~~ | ~~space vehicles or computers~~ | | | | ~~Expertise vs frightened and rattled~~ | | ~~Voidrunner's Codex~~ | | ~~Reef Singer~~ | ~~Create a Haven for up to four creatures within 8 hours, or up to eight creatures within 24 hours / over the course of a year to provide a level 1 stronghold of the Encampment, Farm, House, Menagerie, Sacred Grove or Temple~~ | ~~Common, Aquan, +3~~ | | | ~~Spearthrower, Trident, Net, Blowgun~~ | ~~Choose 2 from Acrobatics, Animal Handling, Athletics, Culture, Medicine, Performance, Survival~~ | ~~water vehicles / Choose two from Carpenter’s, Cook’s, Herbalism kit, Leatherworker’s, Mason’s, (Musical Instrument (any)), Painter’s, Poisoner’s kit, Sewing kit, Tinker’s~~ | | | | | | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | Replacer | | Common, +1. This language should reflect one known by your counterpart. | | | | Deception, expertise to tell lies related to your counterpart’s identity / Expertise on Insight, and Passive Insight score increases by 5 / Once per LR, swap one skill proficiency you have for one that you are not currently proficient in | | | | | | | Out of the Wilds | | ~~Rho-Bur~~ | | ~~Common, Rhoban, +1~~ | | | ~~longbow and lance~~ | ~~Animal Handling / After seeing the result of an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you / Expertise on Intimidation checks against creatures from a Smaller size category than yours~~ | | | ~~BA: move up to your Speed towards an enemy that you can see or hear / After seeing the result of an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you~~ | | | | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | ~~Rock Spirits~~ | | ~~Common, +2~~ | | | | ~~Culture or History / Religion and one Religion speciality of your choice~~ | | ~~Climb speed equal to your Speed~~ | | ~~guidance, detect evil and good, augury~~ | | | ~~Gate Pass Gazette #38~~ | | ~~Rover~~ | ~~You have a pet mastiff that follows you and is loyal to you~~ | ~~Common, +1~~ | | | | ~~Animal Handling, Survival, and Perception~~ | ~~land vehicles~~ | | | | | | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | ~~Rustic~~ | ~~Remain armed or conceal weapons or items about your person unless searched~~ | ~~Common, +1~~ | | | | ~~Survival and Nature~~ | ~~One set of tools~~ | ~~climb speed or a swim speed equal to your base Speed~~ | | | | | ~~Voidrunner's Codex~~ | | ~~Sand Folk~~ | ~~You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply.~~ | ~~Common, +1~~ | | | | ~~Survival, and gain expertise in arid regions. This increases to 1d6 if you are looking for water sources / Expertise vs falling prone~~ | | ~~Ignore penalties from difficult terrain caused by uncertain footing (but not necessarily any damage it causes)~~ | | ~~mending (and casting time of 1 action once per LR)~~ | | | ~~Gate Pass Gazette #38~~ | | Selkie Harem | | Common, +1 | | | | Performance / Choose either a musical instrument or a Performance specialty / Choose either Intimidation and Persuasion, or Deception and Insight / Option 2: Stealth | Choose either a musical instrument or a Performance specialty | | Option 1: You know the Imposing Glare maneuver, and may activate it once per rest without spending exertion | Option 3: fog cloud | Expertise vs charmed or frightened | | Secrets of the Selkies | | ~~Sentinels of the Grey Isles~~ | ~~Predict the weather on the coast or sea within the next 24 hours~~ | ~~Common, Revan (the language<br/>of the Grey Isles)~~ | | | ~~Simple Weapons~~ | ~~Insight and Investigation / proficiency in Deception checks against people who are not from the Grey Isles / Use Insight or Perception check to notice magical changes in the weather~~ | ~~Choose one from cartographer’s tools, navigator’s tools, or scribe’s tools / water vehicles~~ | | | | ~~Expertise vs weather effects you have predicted~~ | | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | Sequestered by Stone | | Draconic, +1 | | | | Choose two from Acrobatics, Engineering, or Investigation / Expertise on Deception and Performance checks to hide your emotional state and intentions, including Deception-based Initiative checks / Opposed Insight check to learn best method of approach to placate a creature, and how to mimic their mannerisms and accent | | | Expertise on Deception and Performance checks to hide your emotional state and intentions, including Deception-based Initiative checks | | | | Paranormal Power | | Settler | Can create fortified position each LR | Common, +2 | | | | Insight and Survival / Expertise to determine if something is poisonous | | | | | | | Adventurer's Guide | | Sewer Rat | You can’t become lost while retracing a route within 10 feet of a wall or cliff. | Common, +1 | | | | Choose one from Arcana, Acrobatics, Athletics, or Stealth | thieves' tools | climb speed or a swim speed equal to your base Speed | | | Advantage vs disease | | Dungeon Delver's Guide | | Shadow Elf | | Common, Elvish, and Undercommon | Darkvision +60 feet | | rapiers and hand crossbows | | | | | dancing lights or minor illusion, faerie fire, darkness | | | Adventurer's Guide | | Shadower | | Common, +1. This language should reflect one known by your counterpart. | | | | Stealth / Expertise on Perception, and your Passive Perception score increases by 5 / Whenever you critically succeed on an Investigation check, you gain a piece of Key Knowledge related to that subject | | | | | | | Out of the Wilds | | ~~Sky-Seeker Simirengo~~ | | ~~Common, Auran, can communicate simple thoughts and ideas with birds of size Small or smaller~~ | | | | ~~Arcana and Religion / You can always use Wisdom for Athletics, Survival, and Stealth checks when in mountainous terrain~~ | ~~a musical instrument~~ | | | ~~a cantrip of your choice chosen from the druid spell list~~ | | ~~You’re acclimated to high altitudes, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.~~ | ~~Gate Pass Gazette #5~~ | | Skylander | | Common, +1 | | | | Choose one from Animal Handling, Arcana, Engineering, Medicine, Nature, and Religion | air vehicles / Any one tool | | | Invisible mage hand, seen as faintly glowing wind, which can cast cast one spell, chosen from air wave, feather fall, or floating disk | | | Manual of Adventurous Resources, Vol.5: Elements | | Solar Chrysalian | | Common, Sylvan, +1 | | | | Choose two from Culture, Deception, Intimidation, Performance, or Persuasion / Once per LR, reroll a failure for an attack roll, saving throw, or ability check | One type of artisans’ tools and one instrument | | Once per LR, reroll a failure for an attack roll, saving throw, or ability check | | Once per LR, reroll a failure for an attack roll, saving throw, or ability check | | Hearth & Home | | ~~Spinner Cult~~ | ~~Cold Read: When you first meet someone new and interact with them personally for at least 1 minute, you can ask the Narrator one question about them.~~ | ~~Common and Undercommon~~ | | | | ~~Deception or Insight / Investigation or Perception / You have advantage on the next Deception, Persuasion, or Insight check you make that uses Cold Read answers / Expertise to persuade others to let you remain armed or to conceal weapons or items about your person~~ | | | | ~~You know one Divination cantrip or 1st-level Divination spell of your choice.~~ | | | ~~Gate Pass Gazette #1~~ | | ~~Squeaklefolk~~ | ~~Mend and Make Do: Improvise ramshackle arms and armor over a LR~~ | ~~Common, Maus, +1~~ | | | | ~~Deception~~ | | | ~~Action: Once per LR, allies attacking enemies gain advantage~~ | | ~~Expertise vs being grappled / You only die after failing 4 death saving throws instead of 3~~ | | ~~Crafting Heritages Cultures and More: Worldbuilding~~ | | Star-Rover Citadel | | Common, Star-Rover | | | two martial weapons | | | | | Option 1: arcane muscles, either force punch or shield, and either force of will or mental grip / Option 2: circular breathing, enhance ability, and either alter self or enlarge/reduce / Option 3: friends, either charm person or command, either calm emotions or detect thoughts / Option 4: either expeditious retreat or jump, either misty step or levitate / Option 5: light, detect magic, either locate object or see invisible | | | Handbook of Heritages | | ~~Starborn~~ | ~~You always know which way is north~~ | ~~Common, +2~~ | ~~Darkvision +60 feet~~ | | | ~~Survival and Nature, and the astronomy skill specialty in Nature / During a LR, grant an ally proficiency in a Lore Skill that you are proficient in / Use Intelligence when making Survival checks to avoid becoming lost~~ | | | | | | | ~~Gate Pass Gazette #40~~ | | Steamforged | | Common, +1 | | | | Engineering / Choose one from History, Investigation, or Nature, also gain expertise with this skill | tinker's tools and one type of artisan's tools | | Option 1: Expertise to Disarm, Grapple, Overrun, Shove, or Tumble / Option 2: Choose one 1st degree combat maneuver from any tradition, use it once per rest without spending exertion | | | | Adventurer's Guide | | ~~Steelmarked~~ | ~~You try not to touch metal with your body directly, though there is no shame in being wounded by someone else’s metal. / Once per rest, you can touch an object with some mechanical complexity (from door to construct), and break it / If you have obeyed the metal taboo for the past day, double the amount of time you can go without food, water, and air.~~ | ~~Common, Gnoll, and one Beran language such as Draconic, Goblin, Minotaur, or Orc~~ | | | | ~~Engineering~~ | ~~the tool or vehicle of your choice~~ | | ~~If you touch a mechanical creature and atteempt to break it, it takes 2d6 damage and its speed is reduced by half~~ | | ~~If you have obeyed the metal taboo for the past day, you have advantage on saves vs poison and disease~~ | ~~If you have obeyed the metal taboo for the past day, you have resistance to poison~~ | ~~Adventures in ZEITGEIST~~ | | ~~Stoic~~ | | ~~Common, +1~~ | | | | ~~Science and computers~~ | ~~computers and one other specialist tool, and your choice of land, air, or space vehicles~~ | | ~~Choose 1 Psionic Reflex, or a 1st degree combat maneuver you can use without spending exertion once per short rest~~ | | ~~Expertise vs charmed, frightened, paralyzed, poisoned, stunned, or put to sleep~~ | ~~Immune to rattled~~ | ~~Voidrunner's Codex~~ | | Stoic Orc | | Common, Orc | | | | Choose one from Arcana, History, Insight, Medicine, Nature, or Religion | | | | Two 1st-level spells of your choice with the ritual tag and you may only cast them as rituals / You can cast other ritual spells as rituals | Advantage vs charmed or frightened | | Adventurer's Guide | | ~~Stoneborn~~ | ~~You can sync to a Synchronicity Stone over the course of a short rest.~~ | ~~Common, Terran, and either Dwarvish or Undercommon~~ | | | | | ~~blacksmith’s tools, mason’s tools, and potter’s tools~~ | | ~~When within 10 miles of a Synchronicity Stone you are synced to your AC increases by 1.~~ | | | | ~~Chrono Slip~~ | | Stoneworthy | Once per LR, spend 4 hours between LRs crafting one non-metal tool or simple weapon, or 5 pieces of ammo | Common, +1 | | | | Survival / Once per LR, reattempt a failed ability check, or gain expertise on a Constitution save to maintain concentration / When bartering, haggling, or negotiating an exchange of goods, you gain expertise on Intimidation and Persuasion and can choose Int/Wis/Cha / Each time you gain a level, can choose to lose proficiency in one skill or tool and gain proficiency in a different skill or tool | Each time you gain a level, can choose to lose proficiency in one skill or tool and gain proficiency in a different skill or tool | | | | Once per LR, reattempt a failed ability check, or gain expertise on a Constitution save to maintain concentration | | Adventurer's Guide | | Stout Halfling | Each SR, you and up to 6 allies can consume 1 Supply to gain 1d6 temporary hit points | Common, Halfling, +1 | | | | Animal Handling or Nature / Expertise on Intelligence checks to recall details about past events you took part in | calligrapher’s supplies | | | | | | Adventurer's Guide | | Sunless Mariner | You can hold your breath for twice as long as normal. | Common, Undercommon. You can also read and write Grimlock texture writing. | Darkvision +60 feet | | | Expertise on Athletics checks related to swimming | water vehicles | | | mending, gust of wind | | | Dungeon Delver's Guide | | Swamp Sinuous | | Common, +2 | | | | Advantage on Stealth checks in water | musical instrument and a toolkit of your choice | swim speed equal to your walking speed | | | Expertise vs poison, disease, frightened | | Sinuous Sentinels | | ~~Syncworlder~~ | ~~The amount of time required to complete Training during downtime is reduced (1 month for a feat, language, tool, or weapon, 1 week for archetype or relearning).~~ | ~~Common and Primordial or Sylvan~~ | | | | ~~Arcana with the constructs specialty~~ | | | | ~~guidance~~ | | | ~~Chrono Slip~~ | | Tahnguar | | Pantheran and Tahnguar | | | | Survival / Deception / Medicine check to treat wounds for up to 6 beasts and humanoids over a SR, success grants maximum hit points from the use of a single hit die | | | Choose one 1st degree combat maneuver from the Tahnguar Hard Fight tradition. Once per SR, you can use this maneuver without spending exertion. | | | | Secret Society of the Tahnguar | | ~~Technetronic~~ | ~~When you use either Deception or Persuasion to make a point related to this culture's skill specialties, you gain your expertise die from the specialty and use your choice of Intelligence or Wisdom for your ability check.~~ | ~~Common, Machine, +1~~ | | | | ~~Science and Engineering, Medicine, or Nature, choose two specialities from these skills / Expertise on Science and now max is d10~~ | | | | | | | ~~Voidrunner's Codex~~ | | Temporal Displacement | Gain one trait from the dominant culture of the region you landed in at the end of your temporal displacement. / Gain one trait from any culture to represent your family’s culture before your displacement. | Common (or an appropriate dominant language for the region you arrived in), one language of your choice, and one dead language that only members of your people ever spoke aloud. | | | | Arcana and expertise in Forbidden Knowledge, or History and expertise in Legends | | | | | | | Paranormal Power | | Therolian Enclavist | | The Howl, Therolian, +1 | | | | Survival and Perception / Spend 30 mins and make an Investigation or Perception check against the region’s DC to gain expertise on Survival checks in a 1 mile area for a week | Choose one from herbalism kit, brewer’s supplies, carpenter’s supplies, cobbler’s tools, leatherworker’s tools, mason’s tools, potter’s tools, smith’s tools, tinker’s tools, weaver’s tools, or woodcarver’s tools | | Proficient in the Tooth and Claw combat tradition | | | | Handbook of Heritages | | Tinker Gnome | Cunning Creative | Common, Gnomish, +1 | | | | Engineering, and either Arcana or History, expertise when you use these skills to make a check related to alchemical, magical, or technological items | tinker’s tools, expertise when you use them to make a check related to alchemical, magical, or technological items | | | | | | Adventurer's Guide | | Tunnel Halfling | | Common, Halfling | | | | Choose one from Acrobatics, Deception, Nature, or Stealth / Sleight of Hand, gain expertise when picking a pocket or otherwise taking an item without notice | | Speed 35 | Once per LR, use your reaction to automatically escape a grapple | | | | Adventurer's Guide | | Tyrannized | | Common, +1 | | | | Deception or Intimidation / If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you | | | If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you / Option 2: Once per combat, use a BA to add your PB in damage of a damage type from your past | | Expertise vs charmed, frightened, paralyzed, poisoned, stunned, or put to sleep | Option 1: Choose resistance to a damage type from your past | Adventurer's Guide | | ~~Underbridge~~ | ~~Expertise to all checks to perform the Gossip journey activity / While in an urban environment or bridge, possible it counts as a haven (though possibly occupied)~~ | ~~Common, Giant, +1~~ | | | | ~~Choose two from Engineering, Insight, Nature, Stealth, Survival / Expertise on Investigation checks to locate or gather information about black markets and similar locations / Expertise to navigate while underground, which increases to 1d6 while in the Underbridge~~ | | | | | | | ~~Gate Pass Gazette #24~~ | | Undercity | Expertise when using Gather Components, Harvest, or Hunt and Gather exploration activities | Common, Undercommon, +1, and this other language can be Thieves' Cant / You can communicate in a limited manner with rats, mice, insects, spiders, millipedes, and other, similar Tiny beasts native to dark, dank areas, and their Giant versions. You gain an expertise die on Charisma checks you make to influence them. | Darkvision +30 feet | | | Investigation and Sleight of Hand / Expertise to Strength or Dexterity checks to climb, jump, or squeeze / Expertise to use an action and conceal a Tiny object on your body, or spend a minute hiding it to impose disadvantage for those searching for it | | | | | | | Handbook of Heritages | | ~~Underclass~~ | | ~~Common, +1~~ | | | ~~Improvised weapons~~ | ~~Expertise to Deception, Persuasion, Stealth and disguise kit checks made to pose as a servant / Expertise on Stealth checks to blend into crowds / Expertise to Insight and Perception checks made to spot active-duty and disguised law enforcers~~ | | | ~~Perform the Help action as a bonus action~~ | | | | ~~Voidrunner's Codex~~ | | Underharvester | Once per LR, spend 4 hours to locate Supply for yourself and one other creature / Mushrooms spore pouches that double durations for medicinals | Common, Undercommon | | | | Advantage on checks to find and identify mushrooms / Advantage on checks to cook mushrooms or use them as alchemical ingredients | | | Expertise on attack rolls vs plant creatures | | Expertise vs plant creatures | | Dungeon Delver's Guide | | Underlander | Can go 1/2 Con mod days without Supply | Common, Undercommon | Blindsight +10 feet / Darkvision + 60 feet | | | Advantage on checks made to navigate underground / Expertise on checks made for journey activities while in Underland | | | | | | | Dungeon Delver's Guide | | ~~Union~~ | ~~Your hit point maximum increases by one hit point per character level~~ | ~~Common, +1~~ | | | | ~~Culture, and choose two from History, Nature, Religion, or computers~~ | | | | | ~~Expertise vs an illness or disease~~ | | ~~Voidrunner's Codex~~ | | ~~Urbanite~~ | ~~Pseudo-Polyglot~~ | ~~Common, +1 / Expertise to Culture or Insight checks to discern what is being said in a language you are unfamiliar with~~ | | | | ~~Choose one from Deception, Persuasion, Sleight of Hand, or Stealth / Expertise to use this skill while in a crowd / Starting Line (several skill choices)~~ | | | ~~Once per long rest, you can add an expertise die to your initiative roll or move up to your Speed as a bonus action~~ | | ~~Expertise vs urban environmental effects such as intense heat, smog, or bright lights~~ | | ~~Voidrunner's Codex~~ | | ~~Veskrollo Turncoat~~ | ~~Animalized: Gain a skill, saving throw expertise, and other benefits based on your choice.~~ | ~~Common, +1~~ | | | | ~~Choose one from Deception, Intimidation, or Persuasion / Animalized: Gain a skill, saving throw expertise, and other benefits based on your choice.~~ | | | ~~Once per round you gain an expertise die when making a weapon attack roll against an authority figure such as a guard, knight, noble, soldier, or royalty.~~ | | ~~Expertise vs planar traits / Animalized: Gain a skill, saving throw expertise, and other benefits based on your choice~~ | | ~~Planestrider's Journal~~ | | Villager | | Common, +1 | | | improvised weapons | Animal Handling / Expertise on Perception while keeping watch during a rest / Can use Wisdom for History, Nature, or Religion checks, with tradeoff that they might be distorted or exaggerated forms of the truth | | | | | | | Adventurer's Guide | | ~~Virtual~~ | ~~Neural Interface~~ | ~~Common, Machine~~ | | | ~~Once per short rest, choose to become proficient with one skill, weapon, or tool of your choice~~ | ~~Computers, expertise on checks using them and hacking tools / Once per short rest, choose to become proficient with one skill, weapon, or tool of your choice~~ | ~~Once per short rest, choose to become proficient with one skill, weapon, or tool of your choice~~ | | | | | | ~~Voidrunner's Codex~~ | | Warhordling | Create ramshackle version of any simple weapon (except crossbows) / Spend 4 hours to locate Supply for yourself and one other creature while traveling through urban environments, warzones, and battlefields. | Common, +1 | | Light armor | Two martial weapons of your choice | Intimidation | | BA: can move up to your Speed towards an enemy that you can see or hear | | | | | Adventurer's Guide | | ~~Warped~~ | ~~Ask the Narrator one yes/no question, which they will answer truthfully~~ | ~~Common, +1~~ | | | | ~~Creatures attempting to make Intimidation or Persuasion checks vs a creature from a Warped culture do so at disadvantage~~ | | | ~~Choose one psionic reflex. You are able to use this reflex even if you have no psionic class features~~ | | | | ~~Voidrunner's Codex~~ | | ~~Water Wed~~ | ~~You gain one additional connection, which you can choose from any background other than your own.~~ | ~~Common, +1~~ | | | ~~Improvised weapons with range 30/70 / You can sacrifice an improvised shield~~ | ~~Athletics~~ | ~~water vehicles~~ | | | | ~~Expertise vs charmed or frightened, If an ally you can see within 5 feet is making the same check, they also gain expertise / Once per LR you can allow an ally to reroll a failed save with expertise~~ | | ~~Gate Pass Gazette #38~~ | | ~~Waterflow~~ | ~~Expertise to perform the Hunt and Gather journey activity if you undertake it on or near a body of water, such as a lake, river, or ocean. / Option 1: Add twice your PB to number of minutes you can hold your breath~~ | ~~Common and Aquan~~ | | | | ~~Option 1: Athletics with swimming specialty / Option 2: Expertise to Survival in environment of extreme cold~~ | ~~navigator’s tools and water vehicles~~ | ~~Option 1: Swim 30 (or +15 feet)~~ | | | ~~Option 2: Auto-success vs environment of extreme cold~~ | ~~Option 2: Resist cold~~ | ~~Gate Pass Gazette #18~~ | | ~~Waveborn~~ | ~~Concentrate to change water between solid, liquid, and vapor~~ | ~~Aquan and Common~~ | | | | ~~Athletics with the swimming skill specialty, or Survival with the fishing skill specialty~~ | ~~Water vehicles~~ | | | | | | ~~Chrono Slip~~ | | Wildling | Once per LR, spend 4 hours to locate Supply for yourself and one other creature / Estimate time of year to within a week, and time of day when outdoors / Option D: You can hold your breath for up to 15 minutes by using an action to prepare | Common, +1 | | | | Nature and Perception, can always use Wisdom for Nature checks / Expertise on Investigation and Perception checks made in Option 1: moonlight or starlight or Option 2: daylight / Option A: Expertise on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living / Option B: When hunting with an animal assisting you, you gain an expertise die on checks made to hunt or track, and gain expertise on Animal Handling / Option C: Expertise on Intimidation and Stealth / Option D: Expertise on Athletics | Option A: Expertise on land vehicle checks / Option D: Expertise on water vehicle checks | Option C: can march up to 12 hours before you need to save against fatigue | | | | | Adventurer's Guide | | Wood Elf | | Common, Elvish | | | longbows and shortswords | Option 1: Animal Handling and land vehicles / Option 2: Nature and herbalism kits | Option 1: Animal Handling and land vehicles / Option 2: Nature and herbalism kits | Speed +5 / Climb Speed equal to your Speed | | animal friendship | | | Adventurer's Guide | | Wood Sprite | Faithful Friend (corgi) / While outdoors and above ground, you always know which way is north | Common, Sylvan | | | | Animal Handling | | | | | | | Hearth & Home | | ~~Zevanchist~~ | ~~During a LR, you may choose to meditate for a period of 4 hours instead of sleeping for 6, with no penalty to passive Perception.~~ | ~~Common, +1~~ | | | | ~~Once per LR, when making an Insight check, you may allow one ally to use your roll~~ | | | ~~Reaction: enter a state of focus for up to 1 minute that enables you to take the Help action as a bonus action~~ | | ~~Advantage vs charmed or frightened~~ | | ~~Gate Pass Gazette #13~~ | | Culture | Special | [[Languages for Genies & Giants]] | Senses | [Armor](https://a5e.tools/rules/armor) Proficiencies | [Weapon](https://a5e.tools/rules/weapons) Proficiencies | [Skills](https://a5e.tools/rules/skills) | [Toolkits](https://a5e.tools/rules/tools) & [Vehicles](https://a5e.tools/rules/vehicles) | [Movement](https://a5e.tools/rules/time-and-movement) & [Encumbrance](https://a5e.tools/rules/lifting-and-carrying) | [Combat](https://a5e.tools/rules/combat) | [Spells](https://a5e.tabletopbytheik.nl/compendium/spells) | Saving Throws | Resist / Immune 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