CubicsRube
Hero
Edit: 1st Draft uploaded
In relation to the other very popular but dense thread, I had wanted to post an idea about tryingto separate the ancestry ("race") benefits and the culture they grow up in in 5e for a while. Below is a first draft.
The idea is that all players choose an ancestry and a culture instead of a race in 5e. The key importance here is that Ancestry revolved around physical characteristics and culture around others. I've tried to avoid making adjustments where possible. I have however removed half elf as it does not really fit here, and can just as easily be represented by an elf growing up in human lands, or vice versa.
Another key idea to note is that the cultural entries below are archetypal cultural norms. These are intentionally not connected with any of the ancestries and can be moved at will. So a Human could be raised in a Draconic Nest, or a Dwarf in a Forest Sactuary, etc.
Here goes:
Ancestry
Dwarves have Darkvision 60' & Dwarven Resilience
Elves all have Darkvision 60, Fey Ancestry & Trance
Halflings are numble and stout and share to following physical characteristics:
Halfling nimbleness - can move through the space of any creature that is of a size larger than yours
Stout resilience - advantage on saving throws on poison and resistance to poison damage
Humans are characterised by their variety and gain a feat of their choice. If feats are not used, they instead gain 4x +1 to ability scores of their choice (must all be different).
Dragonborn are a stout and sturdy phsyical species who gain a breah weapon and damage resistence in accordance with theirdraconic ancestry (as per PHB).
Gnomes are innately resistant to magic and gain advantage on INT, WIS and CHA saving throws against magic.
Half-Orcs are physically enduring and gain Relentless Endurance and Darkvision
Tieflings are naturally endowed with magic due to their inheritance and gain Darkvision 60' and Hellish Resistance
Culture
Choose a language for your culture, they can read and speak that language.
Clanholds
All people raised in a clanhold gain Stonecunning, gain proficiency with battleaxe, handaxe, throwing hammer, and warhammer.
Hill Clanholds gain Dwarven Toughness
Mountain Clanholds holdings gain proficiency with light and medium armor
Sanctuary
All people raised in a sanctuary gain proficency with Perception
Marble sanctuaries give proficiency in longsword, shortsword, shortbow and longbow, give one cantrip from the wizard list and gain one extra language
Forest sanctuaries give proficiency in longsword, shortsword, shortbow and longbow, have a base walking speed of 35 and gain mask of the wild
Underdark sanctuaries give proficiency in rapier, shortsword, and hand crossbow, and gain drow magic
Steadings
Lightfoot steadings give Naturally Stealthy
Stout Steadings give Brave
Towns
Those raised in towns are often blessed with a freedom to try new things. As a result, people raised in human habitats gain an extra proficiency in a skill of their choice. All learn to speak Common if you don't know it already.
Draconic Nest
While rare for those without draconic blood, all those raised in Draconic Nests are fluent in Draconic and learn one wizard cantrip from the damage type associated with the ancestry of the Dragonborn nest they are raised in.
Foundry
Those raised in a Forest Foundries learn the minor illusion cantrip and can speak with small beasts
Those raised in a Rock Foundries you gain Artificer's Lore and Tinker
Barbarian Clan
Growing up in a Barbarian clan is diffcult but all who follow clan traditions are respected. People who are raised in a clan learn gain proficency in intimidation and Savage Attacks.
Covens train all their members on their knowledge, passing on their Infernal Legacy to all in the coven.
In relation to the other very popular but dense thread, I had wanted to post an idea about tryingto separate the ancestry ("race") benefits and the culture they grow up in in 5e for a while. Below is a first draft.
The idea is that all players choose an ancestry and a culture instead of a race in 5e. The key importance here is that Ancestry revolved around physical characteristics and culture around others. I've tried to avoid making adjustments where possible. I have however removed half elf as it does not really fit here, and can just as easily be represented by an elf growing up in human lands, or vice versa.
Another key idea to note is that the cultural entries below are archetypal cultural norms. These are intentionally not connected with any of the ancestries and can be moved at will. So a Human could be raised in a Draconic Nest, or a Dwarf in a Forest Sactuary, etc.
Here goes:
Ancestry
Dwarves have Darkvision 60' & Dwarven Resilience
Elves all have Darkvision 60, Fey Ancestry & Trance
Halflings are numble and stout and share to following physical characteristics:
Halfling nimbleness - can move through the space of any creature that is of a size larger than yours
Stout resilience - advantage on saving throws on poison and resistance to poison damage
Humans are characterised by their variety and gain a feat of their choice. If feats are not used, they instead gain 4x +1 to ability scores of their choice (must all be different).
Dragonborn are a stout and sturdy phsyical species who gain a breah weapon and damage resistence in accordance with theirdraconic ancestry (as per PHB).
Gnomes are innately resistant to magic and gain advantage on INT, WIS and CHA saving throws against magic.
Half-Orcs are physically enduring and gain Relentless Endurance and Darkvision
Tieflings are naturally endowed with magic due to their inheritance and gain Darkvision 60' and Hellish Resistance
Culture
Choose a language for your culture, they can read and speak that language.
Clanholds
All people raised in a clanhold gain Stonecunning, gain proficiency with battleaxe, handaxe, throwing hammer, and warhammer.
Hill Clanholds gain Dwarven Toughness
Mountain Clanholds holdings gain proficiency with light and medium armor
Sanctuary
All people raised in a sanctuary gain proficency with Perception
Marble sanctuaries give proficiency in longsword, shortsword, shortbow and longbow, give one cantrip from the wizard list and gain one extra language
Forest sanctuaries give proficiency in longsword, shortsword, shortbow and longbow, have a base walking speed of 35 and gain mask of the wild
Underdark sanctuaries give proficiency in rapier, shortsword, and hand crossbow, and gain drow magic
Steadings
Lightfoot steadings give Naturally Stealthy
Stout Steadings give Brave
Towns
Those raised in towns are often blessed with a freedom to try new things. As a result, people raised in human habitats gain an extra proficiency in a skill of their choice. All learn to speak Common if you don't know it already.
Draconic Nest
While rare for those without draconic blood, all those raised in Draconic Nests are fluent in Draconic and learn one wizard cantrip from the damage type associated with the ancestry of the Dragonborn nest they are raised in.
Foundry
Those raised in a Forest Foundries learn the minor illusion cantrip and can speak with small beasts
Those raised in a Rock Foundries you gain Artificer's Lore and Tinker
Barbarian Clan
Growing up in a Barbarian clan is diffcult but all who follow clan traditions are respected. People who are raised in a clan learn gain proficency in intimidation and Savage Attacks.
Covens train all their members on their knowledge, passing on their Infernal Legacy to all in the coven.
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