Undersea . . . by ?: *You have proficiency with a performance art. *You can learn new performance arts in half the time.
Theocratic . . . by ?: *You have proficiency with a performance art.
Shadowfell . . . by ?: *You have proficiency with a performance art.
Natural . . . by ?: *You have proficiency with a performance art.
Magocracy . . . by ?: *You have proficiency with a performance art.
Itinerant . . . by ?: *You have proficiency with a performance art of your choice.
Feywild . . . by ?: *You have proficiency with a performance art.
Enlightened . . . by ?: *You have proficiency with a performance art. You may choose this option multiple times.
Collegiate . . . by ?: *'''Fine Arts.''' You gain proficiency in your choice of [[Equipment/GlassblowerTools | glassblower tools]], a performance art, [[Equipment/JewelerTools | jeweler tools]], [[Equipment/PainterSupplies | painter supplies]], [[Equipment/PotterTools | potter tools]], [[Equipment/WeaverTools | weaver tools]], or [[Equipment/WoodcarverTools | woodcarver tools]]. You have expertise in any of these tools you are proficient with, and you have %adv%Advantage%% on Intelligence and Charisma checks you make involving them.
Artistic . . . by ?: *'''Dance.''' You gain proficiency with either [[Equipment/DisguiseKit | disguise kits]] or dance. 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. *'''Music.''' You gain proficiency with instruments. You have %adv%Advantage%% on [[Mechanics/Perception | Wisdom (Perception) checks]] that rely on hearing, and you have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#deafened | %condition%Deafened%%]] condition on yourself. Your people are creative and artistic. You have proficiency with your choice of any '''two''' artisan tools or performance arts.
Aerial . . . by ?: *You have proficiency with a performance art. *You can learn new performance arts in half the time.
WoodElf . . . by ?: You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
HighElf . . . by ?: (:div class="introduction":) You have been brought up amongst the high elven people, and have been exposed to their innate aptitude for arcane innovation and aristocracy. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Investigation]], or [[Mechanics/Society]]. \ *You have proficiency with [[Equipment/AlchemistSupplies | alchemist supplies]]. *You have proficiency with [[Equipment/CalligrapherSupplies | calligrapher supplies]]. *You have proficiency with [[Equipment/PainterSupplies | painter supplies]].
Halfling . . . by ?: (:div class="introduction":) You have been brought up amongst the close-knit, familial communities of halflings who live peacefully in-tune with the natural world. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Investigation]], [[Mechanics/Nature]], [[Mechanics/Precision]], [[Mechanics/Resilience]], or [[Mechanics/Stealth]]. \ You have an intrinsic connection with the earth and soil. You ignore difficult terrain caused by any form of earth or soil, such as mud, or mountainous terrain. Additionally, you can attempt to divine the earth’s wisdom by submerging your feet or hands into mud or soil as an action. When you do, you gain the benefits as if you had cast the ''[[Spells/Augury | augury]]'' spell. You can’t use this trait again until after you finish a '__Long Rest__'. You are trained in the tools common to your people. You have proficiency with your choice of any '''two''' artisan tools.
Githzerai . . . by ?: (:div class="introduction":) You have been brought up amongst the monastic and introspective society of the Githzerai, who long ago broke free of the mindflayers that had formerly enslaved them. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Religion]], or [[Mechanics/Resilience]]. \ Your innate psychic defenses grant you %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %conditions%Charmed%%]] and [[Mechanics/Conditions#frightened | %conditions%Frightened%%]] conditions on yourself. Your intrinsic connection with the minds of others enables you to sense the feelings of others. You have %adv%Advantage%% on [[Mechanics/Insight | Wisdom (Insight)]] checks to detect a creature's emotional state.
Githyanki . . . by ?: (:div class="introduction":) You have been brought up amongst the ruthless pillagers and raiders known as the Githyanki, who have long warred from the Astral Plane against the mindflayers that had formerly enslaved them. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Resilience]], or [[Mechanics/Stealth]]. \ Your innate psychic defenses grant you %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %conditions%Charmed%%]] and [[Mechanics/Conditions#frightened | %conditions%Frightened%%]] conditions on yourself. You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
Dwarf . . . by ?: (:div class="introduction":) You were brought up among the industrious and innovative dwarven clans, and are at home in their hearty and structured civilizations. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Religion]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \ 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__'. Whenever you make an Intelligence check related to the origin of stonework, you are considered to have expertise on the roll.
Duergar . . . by ?: (:div class="introduction":) You have been brought up amongst dwarves that dwell in the deepest places of the world, and have mastered the skills necessary to survive. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Leadership]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \ You learn certain magic passed down in your culture. Starting at 3rd level, you learn the ''[[Spells/EnlargeReduce | enlarge/reduce]]'' and ''[[Spells/Invisibility | invisibility]]'' spells. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a '__Long Rest__'. You can also cast these spells using mana if you can cast spells of the appropriate level. \\ Additionally, as a '__Bonus Action__', you gain tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this tremorsense. The stone can be natural or worked. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Drow . . . by ?: (:div class="introduction":) You were raised in one of the cut-throat, dangerous cities of the drow of the Underdark, under the influence of the spider goddess Lolth. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Perception]], or [[Mechanics/Stealth]]. \ You learn certain magic passed down in your culture. You learn the ''[[Spells/FaerieFire | faerie fire]]'' spell. Starting at 3rd level, you also learn the ''[[Spells/Darkness | darkness]]'' spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a '__Long Rest__'. You can also cast these spells using mana if you can cast spells of the appropriate level. You are trained in the weapons and tools common to your people. Choose '''two''' of the following options:
Wild . . . by ?: *'''Gatherer.''' You gain proficiency with [[Equipment/HerbalismKit | herbalism kits]]. Choose '''one''' of the following senses: Hearing, Sight, and Smell. You have %adv%Advantage%% on [[Mechanics/Perception | Wisdom (Perception)]] checks that rely on the sense you chose. Additionally, you are always alert to danger even while otherwise occupied, like while foraging or navigating.
Warrior . . . by ?: (:div class="introduction":) 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. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Leadership]], [[Mechanics/Medicine]], [[Mechanics/Perception]], or [[Mechanics/Resilience]]. \ You have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#frightened | %condition%Frightened%%]] condition on yourself. When you succeed on a death save, you can regain a number of hit points equal to your @@proficiency bonus + your Intelligence, Wisdom, or Charisma modifier@@ (choose when you select this culture). You can’t use this trait again until you finish a '__Long Rest__'.
Rural . . . by ?: (:div class="introduction":) You were brought up in the rolling farmlands of the country sides where small, close-knit communities band together to make a simple living. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Religion]], [[Mechanics/Resilience]], or [[Mechanics/Society]]. \ 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: [[Mechanics/Arcana]], [[Mechanics/Nature]], [[Mechanics/Religion]], or [[Mechanics/Society]]. 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. Villagers know when to be cautious around strangers and other dangers. You have %adv%Advantage%% on [[Mechanics/Insight]] checks made to determine hostile intent or predict violence, and you have a +5 bonus to your passive [[Mechanics/Perception | Wisdom (Perception)]].
Nomadic . . . by ?: *You have proficiency with [[Equipment/CobblerTools | cobbler tools]].
Magitech . . . by ?: (:div class="introduction":) You were raised around amazing examples of technical progress, tinkering, and innovation that have meshed magic and machine, and have learned to master such trades yourself. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Arcana]], [[Mechanics/Drive]], [[Mechanics/Investigation]], [[Mechanics/Perception]], [[Mechanics/Precision]], or [[Mechanics/Society]]. \ Choose '''two''' of the following:
Imperial . . . by ?: (:div class="introduction":) 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. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Insight]], [[Mechanics/Investigation]], [[Mechanics/Leadership]], [[Mechanics/Perception]], or [[Mechanics/Society]]. \ *You have %adv%Advantage%% on Death saving throws, and on saving throws you make to avoid or end a disease on yourself. As long as you are within a number of feet equal to @@5 x your proficiency bonus@@ of a friendly creature, you have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %condition%Charmed%%]] or [[Mechanics/Conditions#frightened | %condition%Frightened%%]] condition on yourself.
Frontier . . . by ?: (:div class="introduction":) 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. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Animal Handling]], [[Mechanics/Drive]], [[Mechanics/Insight]], [[Mechanics/Medicine]], [[Mechanics/Nature]], or [[Mechanics/Perception]]. \ You have %adv%Advantage%% on saving throws you make to avoid or end the [[Mechanics/Conditions#poisoned | %condition%Poisoned%%]] condition on yourself. You also have resistance to %poison%poison damage%%. *If you use 10 minutes to stake your claim, you can claim a cube a number of feet equal to @@25 x your proficiency bonus@@ centered on the a point you touch. For the next 8 hours, you and friendly creatures who begin their turn in the area can't be [[Mechanics/Conditions#surprised | %condition%Surprised%%]] and have %adv%Advantage%% on [[Mechanics/Perception | Wisdom (Perception) checks]] they make in the area.
Forsaken . . . by ?: (:description You have been brought up in the ruins of a former settlement or civilization—what may have been your home once is now destroyed, but its people continue on.:) You have been brought up in the ruins of a former settlement or civilization—what may have been your home once is now destroyed, but its people continue on.
Despotic . . . by ?: (:div class="introduction":) You have been raised beneath the thumb of tyrannical rule, with the authoritarian rigidity that comes with it. (:divend:) ---- '''Skill Proficiencies:''' You have proficiency in '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Investigation]], [[Mechanics/Leadership]], or [[Mechanics/Resilience]]. \ 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__'. The tyrant's minions invariably have some preferred method of torment and you have learned to endure it. Choose '''one''' of the following damage types: %acid%acid%%, %physical%bludgeoning%%, %fire%fire%%, %lightning%lightning%%, %necrotic%necrotic%%, %physical%piercing%%, %poison%poison%%, %psychic%psychic%%, %radiant%radiant%%, or %physical%slashing%%. You have resistance to the chosen damage type.
Cosmopolitan . . . by ?: You know how to read people through their clothes and bearing. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a [[Mechanics/Insight | Wisdom (Insight)]] or [[Mechanics/Society | Intelligence (Society) check]] against a DC equal to the creature’s passive Deception score. On a success, you learn the following information about that creature:
Caravan . . . by ?: You gain proficiency with '''one''' of the following: [[Equipment/CarpenterTools | carpenter tools]], [[Equipment/CartographerTools | cartographer tools]], [[Equipment/CookUtensils | cook utensils]], [[Equipment/NavigatorTools | navigator tools]], or [[Equipment/WoodcarverTools | woodcarver tools]]. Additionally, you can create a ramshackle canoe, rowboat, cart, chariot, or glider with an hour of work if you have access to raw or reclaimed materials.