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Culture and Races For Character Creation

As I've mentioned, I want to avoid stereotyping when it comes to the D&D races, so I've opted for replacing the racial traits with ancestral and cultural traits. When creating your character, you can choose any race under the "common" or "exotic" races listed here. When you choose a race from that list, you will keep the creature's size, age, speed, and any special physical traits like darkvision. Additionally, you have the option of creating a character of mixed ancestry (ex. tiefling and dwarf). "Ancestry & Culture: An Alternative to Race in 5e" has rules on this, so I'll send it your way if you wish to create a mixed heritage character. It was also this source book that inspired this new method of dealing with race and culture!  
Once you've chosen your character's race/ancestral traits, you'll have to choose the culture they grew up in to inform their cultural traits. Since Taifar is very mixed ethnically and culturally, culture relies on the physical location of where a person grew up, not a specific dominant race. First you'll have to choose if your character grew up in an urban or rural environment. This will determine the languages they know, cantrips they can learn, and an ability score buff. Then you can choose the type of landscape they grew up in; sea-side, mountains, jungle, or rain-fed hills. This will determine your character's proficiencies, another ability score buff, and one other trait. I'll link to the pages on each section below. When choosing your ability score improvements, make sure you don't increase a score more than once. For example, if your character is from an urban environment and you choose to increase their Charisma by two, you cannot increase their Charisma again by one if you decide they are from the rain-fed hills. You must increase their Dexterity instead.
  First choose urban or rural
  Then choose seaside, mountain, jungle, or rain-fed hills.

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