Character Creation: Culture

People in the Astral Reach come from many different ancestries, but mingle together in various cultural groups. A character's culture is the integrated system of beliefs, values, and symbolic practices shared by the particular group or community that the character grew up in, or that influenced them most. Cultural traits include language, skill training, values, and education.

Below, you can find tabs which will help you navigate the different preset choices for your culture. You can click on the "main page" links for more detailed information on a particular choice. Feel free to discuss the options with your DM; if you have something unique in mind for your character, you may be able to work together with your DM to create it.

## What Do I Write Down?

* Pencil in your ability score increase next to the relevant box on your character sheet. You'll need this later when rolling or assigning those scores.
* If your ancestry grants you any skills (such as persuasion, acrobatics, or insight), bubble in the box or circle next to each skill.
* Write the languages you know in the appropriate place on your sheet. In the default character sheet, the box for these is in the bottom left corner, but you can write these wherever there is room - perhaps next to where you noted your weapon and armor proficiencies from your class.
* Note the names of your other unique traits on your sheet near your class abilities, and summarize the full descriptions (or copy-paste them) elsewhere for your reference.
	+ It is recommended to also note how each trait can be used next to its name; does it require an Action (1A)? a Bonus Action (BnsA)? or a Reaction (Reac)? Is it limited to once per Short Rest, or Long Rest (1 / SR, 1 per LR...)? Etc.
* If your Ancestry gives you any innate spellcasting (Thaumaturgy, Light, or any spell), you should write these down wherever spells go in your sheet. You should also note what the "Spellcasting Ability" for that innate casting is, because it might be different (and potentially weaker) than your class's spellcasting ability, if you have a casting class.

**Culture Options**

* Auran Conclave
* Centaur
* Dwarvish
* Elvish
* Firbolg
* Friskallan
* Goblin
* Goliath
* Human
* Meridian
* Minotaur
* Sprite
* Syran
* Starport Native
* Triton
* Vandrin Gnomish

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The Auran Conclave is based on Aurus, the most famous (or infamous) moon of Antok. Centuries ago, an exiled cult of mages settled Aurus and created the Conclave as a society where magical arts shunned elsewhere (such as demon-summoning, necromancy, and blood magic) would be tolerated and even taught.

Since those early days, Aurus has grown into a nation of its own, and developed a strong culture that prides itself on its connection to the magical arts. The Auran Academy is widely regarded as the finest school of magic in the Reach, and the Conclave has established remote branches of the Academy in each of the starports of the Astral Reach. Pockets of the Conclave's culture can be found in and around the remote Academies, which are enclosed and isolated from the chaotic ports they are built in.
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**Auran Conclave Cultural Traits**

   CHA +1

   Individuals raised in the Auran Conclave have a thirst for power which the culture itself nurtures. As a result, many conclave members tend towards narcissistic or selfish views, and their alignments skew neutral or evil rather than good, and chaotic rather than lawful.

   Common, Infernal

    You know the Thaumaturgy*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V
**Duration:** 1 min (D)
Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc. cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke*1st-level Evocation*
**Casting Time:** 1 rea
**Range:** 60 ft
**Components:** V,S
**Duration:** Instantaneous
Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,M
**Duration:** Conc, 10 min
15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works spell once per day. Charisma is your spellcasting ability for these spells.

    You have proficiency in the Arcana skill.

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Despite modern marvels of technology and infrastructure, centaurs have kept a similar way of life to their ancestors, wandering the rolling hills of Antok. Three major tribes inhabit Antok's interior: the Dyami in the plains, the Awni in the wooded coastal hills, and the Caddo in the arid canyons and prairies. Though they are mainly hunters and gatherers, some groups choose to settle as farmers or ranchers in fertile locations.

Centaurs lead nomadic lifestyles. Each tribe maintains many "camps" and throughout a year they will migrate from camp to camp depending on the availability of wild game and foraging in each area. When a group moves on, they take their tent cloths, tools, utensils, and personal belongings, leaving tent poles neatly stowed and posts standing bare for next time.
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**Centaur Cultural Traits**

   CON +1

   Most centaur tribes are nomadic to some degree; as a result they have a strong oral tradition, and are an open and accepting people. Their free and wandering nature causes most individuals to skew towards chaotic alignments.

   Common, Sylvan

    You have proficiency in the Survival skill.

    When you are under the effects of one or more points of Exhaustion, you treat the effects as 1 point less severe.

edit pageIn the years since the Conflagration destroyed most dwarven cities, dwarven culture has struggled to survive intact amid the rest of the Reach. Several schools specializing in the dwarvish language and culture have been established in Vander, and the starports, in areas where dwarvish descendants are prevalent. Only Friskal has a surviving dwarvish city.
Dwarvish folk are honest and hardworking, and though they are long-lived, their work is always made with the intent to last generations. Most dwarvish people place high value in passing on their knowledge and craft, especially since the calamity. Their mastery of artisanry - especially architecture - is legendary. Traditional dwarvish stonework is still unrivaled for its durability and geometric perfection, and the secrets of the craft are closely-guarded secrets passed on from master to apprentice.
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**Dwarvish Cultural Traits**

   CON +1

   What remains of dwarven society is well-ordered. The culture tends to promote lawful values, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

   Common, Dwarvish

    You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

    You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

    Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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The elvish ancestral and cultural homeland is Risilia, a land comprised of three island chains spiraling towards a central island mountain. Few outsiders are permitted to enter Risilia, and fewer still choose to stay and live amongst the elves there due to the extreme difference in the elvish outlook on life.

Those descended from the elves have extremely prolonged lifespans - pure-blooded elves can live 800 years or more - so most elves take their time in every aspect of life, and those who come from this culture are taught to see the world in the same light. The elvish people find the "rushing" lifestyle of other cultures to be shallow and wasteful; they prefer to immerse themselves in each experience long enough to truly appreciate every aspect of it. When elvish people mingle with others outside of Risilia, they seldom choose a life of constant change or motion, unless a great motivation drives them to it.

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**Elvish Cultural Traits**

   DEX +1

   Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. Elven culture values other lives, but also harbors a bit of xenophobia, since other cultures do not treat the world with the same respect.

   Common, Elvish

    You have proficiency with the longsword, shortsword, shortbow, and longbow.

    You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

edit pageFirbolgs are seen by others as guardians of nature and forests, but they see themselves more as children of nature instead. They can be found living in large communes of simple homes, relying on what they find and forage as well as on druidic and divine magic for their needs. Within a firbolg commune, everyone knows everyone else, and there is a strong emphasis on sharing and providing for those who cannot do so by themselves.
Though their communities live in harmony, individuals of firbolg culture are taught that one's own personal journey, physical and metaphysical, is the most important thing in life. Individuals often leave their communities for days or even weeks at a time to rove through the wilds and experience them, and many times they venture much farther, following their instincts or dreams.
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**Firbolg Cultural Traits**

   WIS +1

   Firbolgs are solitary people, and often the most important personal connection an individual feels is to the natural world around them. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

   Common, Sylvan, Giant

    You have the ability to communicate in a limited manner with beasts and plants. 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.

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Friskal is a harsh land in the wintertime, and its people band together in self-reliant clans and tribes to survive the hostile environment. Some choose to live near the shores and trade with other realms, like the Uthgard, while others prefer to live in remote valleys and survive as they always have, like the Shrinekeepers.

Regardless of circumstance, members of Friskal's society place a high value on personal responsibility, accountability, and honor, and prioritize survival of their tribe above all. All are accepted and welcome - if they can pull their weight.
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**Friskallan Tribal Cultural Traits**

   STR +1

   The tribes that wander and rule Friskal value honor and community above all else. The strength of a tribe is in its members, and a member's strength is in their accountability and participation. Tribal individuals lean towards lawful or neutral alignments because of this.

   Common, plus one other

    You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

    When you are rolling to assist someone in a check, you may add an extra +2 to the roll.

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**Goblin Cultural Traits**

   DEX +1

   Goblin culture is tight-knit, and family is almost as important to an individual as their own survival. This protectiveness or defensiveness manifests itself as distrust, hostility, or even violence against outsiders. Those raised in goblin culture tend to be neutral-aligned at best, and evil-aligned at worst.

   Common, Goblin

    You gain proficiency in either Deception or Persuasion, and you have advantage on skill checks made to haggle or barter with merchants and vendors.

    You gain proficiency in Tinker's Tools. If you find sufficient scrap or similar material, you can spend a short rest fashioning a makeshift set of Tinker's Tools, Thieves' Tools, Cook's Utensils, or a dagger. At the DM's discretion, you can also fashion other similar items.

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**Vandrin Goliath Cultural Traits**

   STR +1

   As with many cultures that began as nomadic people, the goliath culture emphasises family first, self-sufficiency, and personal accountability. Though those days are far behind them, goliath people still have a strong bent towards lawful alignments, and most individuals maintain a regular workout regimen to keep themselves in peak physical condition.

   Common, Giant

    You have proficiency in the Athletics skill.

    When you use your goliath heritage or cultural status as leverage, you have advantage on related Deception, Intimidation, and Persuasion checks.

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**Human Cultural Traits**

   +1 to one stat you choose

   Those raised in human culture tend toward no particular alignment, and individual values vary wildly from person to person. The best and the worst are found among them.

   Common, plus one other

    You gain one feat of your choice.

edit page  Meridia is the largest moon of Vander, and is the homeland of the aasimari. Boasting coastal towns, rolling hills, and three high peaks, the isle is a frequent stop for ships coming in and out of Vander itself. Despite this, few outsiders choose to settle in Meridia unless the strongly religious culture suits them. Meridian religion centers around Meril and her angelic Champions, and most aspects of their culture are based around these beliefs.
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**Meridian Cultural Traits**

   WIS +1

   The Meridian people are a tight-knit community, with strong emphasis on family and tradition, and they are also almost all strongly religious. These traits mean most Meridians skew towards lawful and good alignments.

   Common, Celestial

    As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    You know the Light*Evocation Cantrip*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,M
**Duration:** 1 h (D)
1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances cantrip. Charisma is your spellcasting ability for it.

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Legend tells that ancient minotaurs lived in Friskal as their own tribe, and rose beyond their roots when a terrible dragon led an army of giants and trolls in an invasion of their lands. Uthgar, the tribe leader, trained his people to fight with him, and together they repelled the invading force.

Since those days minotaurs have followed a martial tradition, never forgetting the tale of Uthgar, and have become renowned as versatile and expert warriors. As a culture, they place a strong emphasis on tradition, reason, and logic, and for this reason they are often asked to be arbiters or peacekeepers. Minotaur tribes and cultural groups have spread throughout the Astral Reach - the most well-known being the Uthgardian Knights - but their strongest presence remains in their ancestral lands of Friskal.
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**Minotaur Cultural Traits**

   STR +1

   Given the minotaur culture's long history of military tradition, most individuals raised among them lean toward lawful alignments.

   Common, Abyssal

    You have proficiency in the History skill.

    You have proficiency in the Battleaxe, Greatsword, Glaive, and Javelin.

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**Sprite Cultural Traits**

   DEX +1

   Sprites are territorial, but rarely malevolent. Those raised among sprites tend towards neutrality instead of law or chaos, and towards good rather than evil.

   Common, Sylvan

    Once per day as an action, you may cast Invisibility*2nd-level Illusion*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** Conc, 1 h
1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried is also invisible on yourself, without expending a spell slot or using material components. Charisma is your spellcasting ability for it.

    You touch a creature and magically know the creature's current emotional state. If the target fails a DC (8 + your Charisma modifier + your proficiency bonus) Charisma saving throw, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

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Most of the humanoids of Seiyance are part of or influenced by the Syran culture. Syra, the oldest and greatest of the city-states that grew in the Broken Plane, has long been a beacon of civilization in the wilderness, and is the primary trade hub for Seiyance. Hanging on the cliff wall of one of the highest floating landmasses of Seiyance, Syra is almost entirely inaccessible to the predators and monsters of the jungle, while being safe for skyships to dock with.

Other cities follow in the footsteps of Syra, making safe places for themselves and their populace wherever Seiyance offers a defensible vantage point. The people of these cities may seem normal upon meeting them for the first time - perhaps friendlier, or more stern than humanoids of other planes - but underneath, they are all tough and capable in their own right. Every individual knows the mercilessness of nature raw and untamed, and is mentally prepared to fight for survival whenever necessary.
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**Syran Cultural Traits**

   CON +1

   Born from people who had to carve their home from the wild plane of Seiyance, the Syran culture still values fitness, hard work, and community. Stoic and proud, individuals raised in Syra tend towards neutrality and law in their alignments.

   Common, Orc, Halfling

    You have advantage on saving throws against being frightened.

    When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

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**Starfarer Gnomish Cultural Traits**

   WIS +1

   The gnomish culture of the astral starports is similar to the enthusiastic, passionate ways of their plane-dwelling kin. Their values emphasize personal growth, seeking new experiences, and protecting their 'crew' or family unit. Those raised in gnomish society are generally good-hearted; even tricksters are more playful than vicious.

   Common, Gnomish, plus one extra

    You know the Dancing Lights*Evocation Cantrip*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft cantrip. Intelligence is your spellcasting ability for it.

    You are proficient with navigator's tools. When you make a check using these tools, or when you are rolling to helm a vessel, you have advantage on the ability check.

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**Triton Cultural Traits**

   CHA +1

   Tritons tend toward lawful good. As guardians of the borders of the realms, their culture pushes them toward order and benevolence.

   Common, Aquan

    A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud*1st-level Conjuration*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S
**Duration:** Conc, 1 h
20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it with this trait. Starting at 3rd level, you can cast Gust of Wind*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60-ft line
**Components:** V,S,M
**Duration:** Conc, 1 min
60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book with it, and starting at 5th level, you can also cast Wall of Water*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
30×1×10ft (l×w×h) or 20-ft rad 20-ft high; dif. ter.; ranged wea dis.; Fire dmg halved; Cold dmg freezes with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

    Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

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**Vandrin Gnomish Cultural Traits**

   INT +1

   Despite the individualist values of the Vandrin culture as a whole, gnomish culture in the plane of Vander still centers around kindness and harmony with larger society. Gnomish people apply their talents to better their fellows, often working as scholars, researchers, inventors, minstrels, or artisans. People raised in gnomish society are most often good-aligned, as a result of this.

   Common, Gnomish

    Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

    You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. When you create a device, choose one of the options shown in the Devices table.