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Environmental Cultures

In lieu of—or in addition to—the bespoke cultures of the myriad localities within the Sundered Worlds, characters can define their learned skills by the environment(s) that shaped them. If using just the environmental (or a combination of the environmental and planar) cultures, characters choose any two traits from the biome that most impacted them. The features do not have to be from the same environment as long as the character's past spanned both environments.
When using just the environmental traits, languages are simplified. All characters speak, read, write, and understand Common and up to one other language associated with their chose region.

Arctic

Arctic Magic. You know the Create Bonfire cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once as a first level spell without material components with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Locate Animals or Plants spell once without material components with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Snowborn. You are adapted to cold climates as described on p110 of the Dungeon Master's Guide and have resistance to cold damage.

Tundra Traveller. Slippery ice and deep snow do not count as difficult terrain for you, and you have advantage on Wisdom (Survival) checks to travel in natural snow and blizzards.

Aquatic

Aquatic Magic. You know the Shape Water cantrip. When you reach 3rd level, you can cast the Magic Missile spell once as a first level spell with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Blur spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Pressure Changes. You're accustomed to traversing different pressure zones in your day-to-day life, and are resistant to force damage.

Word of Scale and Kelp. You have the ability to communicate in a limited manner with aquatic Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Coastal

Coastal Magic. You know the Mending cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once as a first level spell without material components with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Warding Wind spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Sailor. Moving between land and sea is as natural as breathing for you. You have proficiency in navigator's tools and vehicles (water).

Swimmer. The water has always been within reach. You have advantage on Strength (Athletics) checks and Constitution saving throws related to swimming. If you have a swimming speed, it increases by 5 feet.

Deep

Deep Magic. You know the Light cantrip. When you reach 3rd level, you can cast the Earth Tremor spell once as a first level spell with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkvision spell once without material components with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Cave Delver. You know how to navigate without a sky. While underground, you cannot become lost except by magical means.

Tunneller. Accustomed to moving through the darkness, you have tremorsense out to 10 feet. While you are underground, your tremorsense extends to 20 feet.

Desert

Breathable Armor. You know how to make the most of a little armor. You gain a +1 bonus to AC when you are wearing no or light armor.

Desert Magic. You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once as a first level spell without material components with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Find Steed spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Sun Scorched. You are accustomed to the unforgiving heat of the desert. You have advantage on any check made to find water in the desert, as well as on Constitution saving throws related to extreme heat.

Mountainous

Mountain Lore. Tales older than time live in the rocks that meet the sky. When you make an Intelligence (History) or Charisma (Performance) check related to mountain folklore, you may add double your proficiency bonus instead of whatever proficiency bonus you would normally add.

Mountain Magic. You know the Create Bonfire cantrip. When you reach 3rd level, you can cast the Jump spell once without material components with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Earthbind spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Mountaineer. Scaling vertical surfaces is second nature to you. You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks related to climbing. If you have a climbing speed, it increases by 5 feet.

Provincial

Crafters. Everyone does what they can around town. You are proficient in two artisan's tools of your choice.

Household Magic. You know the Mending cantrip. When you reach 3rd level, you can cast the Unseen Servant spell once without material components with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Locate Object spell once without material components with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Like a Good Neighbor. You're used to relying on the folks around you. You and any allies within five feet of you can take the Help action as a bonus action.

Swamp

Medic. You know the most effective ways to keep injuries clean. You are proficient in the Medicine skill. Additionally, whenever you cast a spell, use an item, or take any action that restores hit points to at least one creature, the target(s) regain additional hit points equal to your proficiency modifier.

Mudskimmer. Keeping out of the sucking mud and stagnant water is a skill you've mastered; you have expertise in vehicles (water).

Swamp Magic. You know the Infestation cantrip. When you reach 3rd level, you can cast the Purify Food and Drink spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Lesser Restoration spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Temperate

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with terrestrial Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Forest Lore. Whether you are at home in the woods or avoid them at all costs, you're familiar with the tales of the trees. When you make an Intelligence (History) or Charisma (Performance) check related to woodland folklore, you may add double your proficiency bonus instead of any proficiency bonus you would normally add.

Seasonal Magic. You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Absorb Elements spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enlarge/Reduce spell once without material components with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Tropical

Healer. Tropical forests and plains are rife with natural medicines and healing components. Whenever you make a Wisdom (Medicine) check while you have access to an herbalism kit, you may add double your proficiency bonus instead of any proficiency bonus you would normally add.

Jungle Runner. From the canopy to the floor, you know how to move through thick growth. Dense vegetation does not count as difficult terrain for you, and you have advantage on Dexterity (Acrobatics) checks to move amid brambles and tangle foliage.

Rainforest Magic. You know the Infestation cantrip. When you reach 3rd level, you can cast the Detect Poison and Disease spell once without material components with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Urban

Apprentice to Master. You filled a specific niche in your city. Choose one skill you are proficient in and gain expertise in that skill.

Mercantilism. Your society built up around the creation, trade, and sale of goods and services. You have advantage on any checks made to haggle over the price of trade goods and services, as well as on checks to determine the quality of trade goods.

Utility Magic. You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Alarm spell once without material components with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Arcane Lock spell once without material components with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.



Cover image: by Athevra via Adobe Spark

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