Culture Suggested Lineages Descriptors ASI (+1/+1) Proficiencies Trait Language Choice (plus common) Caldera-born Barbegazi, dragonborn, hobgoblin, jazuu, orc hardy, aggressive, martial CON/STR medium armor, martial weapons Mountain-walk Draconic, orcish, goblin, jazuu Devout Any Divine, devout, traditional WIS/STR Religion, Insight Divine Initiate celestial, infernal, old imperial Fang-kin dwarf, half-elf, human, ophidian, sena'ka devious, devout, lithe CHA/DEX Religion, Deception OR Insight Serpent's Grace yonwach, sena'ka, ophidian Forest Tribal half-elf, halfling, human, ihmisi, orc, ophidian sylvan, traditional, self-sufficient DEX/WIS Nature OR History, Survival Wood-bond ihmisi, orc, ophidian High-mountain cysgor, dwarf, ihmisi, jazuu hardy, inventive, martial CON/INT Athletics, choice of tool Scion of the Forge God dwarf, jazuu, ihmisi Igazi human, sher ka, udaaka wealthy, devout, traveller CHA/STR Religion, Persuasion, vehicles (land) Haggler sena'ka, infernal Maritime half-elf, human, ophidian, sena'ak sea-farer, devious, martial DEX/ CHA OR INT vehicles (water), navigators or cartographers kits, deception Swimmer sena'ka, ophidian, old imperial Mountain Tribal barbegazi, jazuu, ihmisi, orc, goroesi hardy, self-sufficient, martial CON/WIS Survival, medium armor OR martial weapons [Mountain-walk/td]
[td]goblin, ihmisi, orc, jazuu
Night's Child half-elf, human, ihmisi devout, sea-farer, crafty (wood) WIS/STR vehicles (water), Survival, woodcarver's tools Wood-bond OR Swimmer ihmisi, primordial, sylvan Plains Tribal barbegazi, half-elf, hobgoblin, ihmisi herder, hardy, self-sufficient CON/WIS Nature, Survival Animal Friend ihmisi, goblin Primal Any Nature, perceptive, self-sufficient WIS/DEX Nature, Survival Primal Initiate primordial, sylvan Scholarly Any Arcane, intellectual, inventive INT/CHA 1 social skill, arcana Arcane Initiate yonwach, old imperial, draconic Undermountain dwarf, halfling human, goroesi traditional, stubborn, crafty (metal/stone) WIS/CON 2 tools, athletics Scion of the Forge God dwarven, old imperial Wallbuilder dwarf, gwerin, half-elf, halfling, human, ihmisi devout, collaborative, crafty WIS/Any other Religion, 1 tool Consensus Builder yonwach, old imperial, dwarven
Spoiler: Cultural Traits
Consensus Builder. The wall-builders have a long history of working closely together and valuing consensus. When you take the Help action to assist with an Intelligence or Charisma check, you can add your relevant modifier (if positive) to the result as well.
Serpent’s Grace. A cultural legacy of dancing has left you more nimble than most. When you are required to make a Dexterity saving throw, you can choose to do so at advantage. Once you use this trait, you cannot use it again until you finish a long or short rest.
Mountain-walk. You grew up in and around the mountains. You’ve learned to travel easily while watching for danger. While traveling in mountains, you and your party can maintain a fast pace without penalty and you have advantage on Wisdom (Survival) and Wisdom (Perception) checks.
Wood-Bond. You grew up surrounded by the deep-wood. You have advantage on Wisdom (Survival) and can hide when only lightly obscured while in wooded areas.
Swimmer. You grew up on the water and are comfortable moving in it. You gain a swim speed of 20 ft.
Scion of the Forge God. Your culture places priority on knowledge and skill at crafting. You start with the formula to one common magical item (of a type you have the necessary proficiency to craft), and you gain access to the formula to an uncommon magical item at level 7. When you craft either one of these items, it only takes half the normal amount of time.
Haggler. Your culture prizes thrift and bargaining. Your upkeep costs are reduced by 50% and the amount you receive when you sell goods or treasure is increased by 10%. You also start with an additional 10 gp.
Animal Friend. Growing up with animals of all sorts, you learned special tricks to handle them. You have advantage on Wisdom (Animal Handling) checks. You can cast animal friendship once per day using this trait and regain the ability to do so once you finish a long rest. Wisdom is your spellcasting modifier for this spell. You can also cast speak with animals as a ritual.
Arcane Initiate. Your childhood was spent among the learned and among seekers of arcane secrets. You’ve picked up a few tricks. You learn two cantrips and one first-level spell of your choice from the wizard spell list. You can cast the first-level spell once per day with this trait and regain the ability to do so once you finish a long rest.
Divine Initiate. Your childhood was spent among the highly devout, around the priests and scholars. You’ve picked up a few tricks. You learn two cantrips and one first-level spell of your choice from the cleric spell list. You can cast the first-level spell once per day with this trait and regain the ability to do so once you finish a long rest.
Primal Initiate. You dwelt among those who worship the kami. You’ve picked up a few tricks. You learn two cantrips and one first-level spell of your choice from the druid spell list. You can cast the first-level spell once per day with this trait and regain the ability to do so once you finish a long rest.
Changelog: Replaced city names with "any" in cultures that are associated with cities rather than lineages. Added goroesi where they belong (mountain tribal/undermountain)