Collegiate
Skill Proficiencies: You have proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, Performance, or Religion.
Languages: You can speak, read, and write Common and one other language.
Broad Education (Major)
You have proficiency in one of the following skills of your choice: Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Performance, Persuasion, Religion, or Survival.
You have proficiency in one of the following skills of your choice: Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Performance, Persuasion, Religion, or Survival.
Studied Discipline (Major)
You have extensive knowledge in certain fields. Choose one of the following:
You have extensive knowledge in certain fields. Choose one of the following:
- Architecture. You gain proficiency with either carpentry tools or masonry tools. As a bonus action, you can identify the structural weaknesses of most objects. For the next minute, you deal double damage or restore twice as many hit points to the object or structure. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Biology. You gain proficiency with either harvesting tools or herbalism kits. You have advantage on Intelligence checks to appraise and identify plants and living creatures.
- Chemistry. You gain proficiency with either alchemy supplies or brewing supplies. Choose one of the following damage types: acid, fire, poison. You have resistance to chosen damage type. If you chose poison, you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
- Communications. You gain proficiency with either calligraphy supplies or disguise kits. Choose one of the following skills: Deception, Insight, Intimidation, Performance, or Persuasion. You can always choose to use Intelligence when making a check with the chosen skill.
- Economics. You gain proficiency with calligraphy supplies. When you earn gold from selling items or services, you earn additional gold equal to 5% x your proficiency bonus.
- Fine Arts. You gain proficiency in your choice of glassblowing tools, an instrument, jewelcrafting tools, painter's supplies, pottery tools, weaving tools, or woodcarving tools. You have expertise in any of these tools you are proficient with, and you have advantage on Intelligence and Charisma checks you make involving them.
- Geography. You gain proficiency with either cartography tools or navigation tools. You can't become lost except by magical means, and you ignore nonmagical difficult terrain.
- Law. You gain proficiency with calligraphy supplies. You have advantage on History (Intelligence) checks to recall information about laws. Additionally, choose Detective or Interrogator. If you choose Detective, you have advantage Perception and Investigation checks to search areas for clues. If you choose Interrogator, you have advantage on Wisdom (Insight) checks to determine if creatures are lying.
- Magecraft. You gain proficiency with calligraphy supplies. You learn either the detect magic or 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).
- Medicine. You gain proficiency with either alchemy supplies or herbalism kits. You can use healer's kits without expending charges, and when you or your allies spend one or more Hit Dice to regain hit points at the end of the short rest, a number of friendly creatures equal to your Intelligence or Wisdom modifier regains extra hit points equal to your proficiency bonus as long as you have access to a healer's kit.
- Theology. You gain proficiency with calligraphy supplies. You learn the detect evil and good 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).
Collegiate Cultural Training (Minor)
You come from a broad and intelligent society. You gain proficiency in two artisan tools of your choice, two additional languages, or one of each.
You come from a broad and intelligent society. You gain proficiency in two artisan tools of your choice, two additional languages, or one of each.