WoodElf . . . by ?: *You have proficiency with woodcarving tools. [[!Ancestral Cultures]]
HighElf . . . by ?: *You can read, speak, and write one additional language of your choice. [[!Ancestral Cultures]]
Halfling . . . by ?: You are trained in the tools common to your people. You have proficiency with your choice of any two artisan tools or vehicles. [[!Ancestral Cultures]]
Githzerai . . . by ?: Your intrinsic connection with the minds of others enables you to sense the feelings of others. You have advantage on Wisdom (Insight) checks to detect a creature's emotional state. [[!Ancestral Cultures]]
Githyanki . . . by ?: *If you are proficient in light armor, you have proficiency with medium armor. [[!Ancestral Cultures]]
Dwarf . . . by ?: *If you are proficient in light armor, you have proficiency with medium armor. [[!Ancestral Cultures]]
Duergar . . . by ?: *You can read, speak, and write Undercommon. [[!Ancestral Cultures]]
Drow . . . by ?: *You can read, speak, and write Undercommon. [[!Ancestral Cultures]]
Magitech . . . by ?: Choose two of the following: *You gain proficiency in one artisan tool of your choice. You may choose this option twice.
Artistic . . . by ?: (:title Artistic:) (:description You were brought up in a place that values the arts and creative expression above most else, and those ideals have remained with you.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Acrobatics, History, Insight, Investigation, Nature, or Performance. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Artistic Expression (Major)''''' \ You focus on a certain kind of artistic expression. Choose one of the following: *'''Culinary.''' You gain proficiency in your choice of brewing supplies, cooking utensils, or herbalism kits. You are resistant to your choice of cold, fire, or poison damage. If you chose poison, you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. *'''Dance.''' You gain proficiency with either disguise kits or an instrument of your choice. When you take the Disengage or Tumble action, you gain additional movement speed equal to half your movement speed until the end of your turn.
Imperial . . . by ?: (:title Imperial:) (:description You were raised in a large empire or kingdom that has made itself—and its leaders—known as a political power on the world stage.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Insight, Intimidation, History, Investigation, Perception, or Persuasion. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Preventative Medicine (Major)''''' \ An empire cannot thrive without its citizenry. Regular access clerics or chirurgeons has made you resilient. You gain the following benefits: *You have advantage on Death saving throws, and on saving throws you make to avoid or end a disease on yourself. *Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1).
Frontier . . . by ?: (:title Frontier:) (:description You were brought up on the open and expansive frontier, potentially on a singular farmstead or as part of a newer community that is starting to develop.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Foraged Resilience (Major)''''' \ You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. ->'''''Stake Claim (Major)''''' \
Cosmopolitan . . . by ?: (:title Cosmopolitan:) (:description You have been raised in a bustling, expansive city and are adept at keeping abreast of the newest social developments and curiosities.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Performance, or Persuasion. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''In the City (Major)''''' \ You have proficiency in one of the following skills of your choice: Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Performance, Persuasion, Sleight of Hand, or Stealth. ->'''''Fashion Sense (Major)''''' \
Forsaken . . . by ?: You gain proficiency in one artisan tool of your choice or thieves' tools.
Magocracy . . . by ?: (:title Magocracy:) (:description You have been raised in a place where mages rule, and magic is a natural and expected sight.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Arcana, Deception, Insight, Intimidation, Investigation, or Persuasion. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Cantrip (Major)''''' \ You know one cantrip of your choice from the bard or sorcerer spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). ->'''''Magical Assessment (Major)''''' \
Enlightened . . . by ?: (:title Enlightened:) (:description You have been brought up in a culture of peace and enlightenment, where the focus is on the betterment of the people and spirit.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Animal Handling, Insight, Medicine, Nature, Persuasion, or Religion. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Philosophic Mind (Major)''''' \ Your rationale shields your psyche from outside influences. At the start of your turn, you can use your reaction to suppress the effects of an enchantment spell or the charmed or frightened condition you are suffering from for 1 round as your logic overrides it. You can use this reaction even if you are incapacitated or would be forbidden from doing so, such as with dominate person. \\ You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Theocratic . . . by ?: (:title Theocratic:) (:description You were raised in a holy place, such as a monastery or a temple, and have grown with the doctrine of your religion as your guide.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: History, Insight, Medicine, Performance, Persuasion, or Religion. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Cantrip (Major)''''' \ You know one cantrip of your choice from the cleric spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). ->'''''Detect Faith (Major)''''' \
Nomadic . . . by ?: (:title Nomadic:) (:description You were raised among people that migrate with the seasons or following the game that allows them to survive, meaning you are well accustomed to never calling one place home for long.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Animal Handling, Athletics, Medicine, Nature, Perception, or Survival. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Eyes on the Sky (Major)''''' \ You have a keen eye for the path you must take. You gain the following benefits: *An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose disadvantage on your ability checks relying on sight. *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.
Warrior . . . by ?: (:description You have been brought up among those who seek glory and triumph in combat, and rarely back down from a challenge for fear of the stain cowardice would leave.:)
Aerial . . . by ?: (:title Aerial:) (:description You have been raised amongst the clouds of the open skies, where the heights are as endless as the atmosphere.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Acrobatics, Insight, Perception, Performance, Religion, or Survival. \ '''Languages:''' You can speak, read, and write Common and Auran or Elvish. ->'''''Ride Like the Wind (Major)''''' \ You can take the Disengage or Dash action as a bonus action on each of your turns. ->'''''Wind Caller (Major)''''' \
Despotic . . . by ?: (:title Despotic:) (:description You have been raised beneath the thumb of tyrannical rule, with the authoritarian rigidity that comes with it.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Athletics, Deception, Intimidation, Performance, Persuasion, or Survival. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Saving Face (Major)''''' \ You are careful not to show weakness in front of your allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ->'''''Scars of the Scourge (Major)''''' \
Undersea . . . by ?: *You have proficiency with water vehicles.
Wild . . . by ?: You gain proficiency in one of the following tool of your choice: carpentry tools, cooking utensils, leatherworking tools, masonry tools, pottery tools, weaving tools, or woodcarving tools. \\
Rural . . . by ?: (:title Rural:) (:description You were brought up in the rolling farmlands of the country sides where small, close-knit communities band together to make a simple living.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Animal Handling, History, Nature, Perception, Religion, or Survival. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Tall Tales (Major)''''' \ Life along the crossroads rarely offers an opportunity for proper schooling, but the roads carry with them legends and stories from far and wide. Stories of a lost magical homeland are constantly on the minds and lips of your community. These tales guide you in your search. Choose two of the following skills: Arcana, History, Nature, or Religion. You can always choose to use Wisdom when making a check with the chosen skills. The DM may decide that the results of a check made in this way are distorted or exaggerated forms of the truth. ->'''''Village Watch (Major)''''' \
Caravan . . . by ?: (:title Caravan:) (:description You were raised on the road in a traveling group—perhaps a circus or entertainment troupe, or a family band of merchants. Either way, your home is where opportunity lies.:) '''Skill Proficiencies:''' You have proficiency in one of the following skills of your choice: Animal Handling, Insight, Performance, Persuasion, Sleight of Hand, and Survival. \ '''Languages:''' You can speak, read, and write Common and one other language. ->'''''Extended Family (Major)''''' \ A caravan is only as strong as its weakest member. You can use the Help action as a bonus action. ->'''''Long Hauler (Major)''''' \
Itinerant . . . by ?: ->'''''Wanderer (Minor)''''' \
Natural . . . by ?: ->'''''Natural Consideration (Major)''''' \ You can generally tell how in-tune with nature someone is with a glance. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a Wisdom (Insight) or Intelligence (Nature) check against a DC equal to the creature’s passive Deception check score. On a success, you learn the following information about that creature: *The creature's Wisdom score if it is equal to or lower than yours. *Whether the creature is disrespectful, neutral, or respectful of the natural world. *The highest level of druid or ranger spells they can cast. After using this trait on a creature, you may not do so again for 30 days.
Collegiate . . . by ?: *'''Magecraft.''' You gain proficiency with calligraphy supplies. You learn either the ''[[Spells/DetectMagic | detect magic]]'' or ''[[Spells/identify | identify]]'' spell. You can cast it once without spending mana. Once you do, you can't do so again until you finish a long rest. You can also cast this spell using mana, or as a ritual if you can have that ability. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this culture).
Shadowfell . . . by ?: ->'''''Pass Through Shadow (Major)''''' \ ->'''''Necrotic Resistance (Major)''''' \ ->'''''Shadowfell Cultural Training (Minor)''''' \
Feywild . . . by ?: *'''Autumn.''' ''[[Spells/Friends | friends]]'', ''[[Spells/Guidance | guidance]]'', or ''[[Spells/Gust | gust]]''. *'''Winter.''' ''[[Spells/ChillTouch | chill touch]]'', ''[[Spells/Frostbite | frostbite]]'', or ''[[Spells/Message | message]]''. *'''Spring.''' ''[[Spells/DancingLights | dancing lights]]'', ''[[Spells/Druidcraft | druidcraft]]'', or ''[[Spells/MinorIllusion | minor illusion]]''. *'''Summer.''' ''[[Spells/ControlFlames | control flames]]'', ''[[Spells/CreateBonfire | create bonfire]]'', or ''[[Spells/ProduceFlame | produce flame]]''.