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Elf

Elf

Elf

Elves are a people with supernatural grace and beauty. They have a slight build and stand at a height somewhere between humans and dwarves. Their skin tones include all the browns and pinks of human skin tones, and some elves exhibit skin with bright colors like blue, green, and purple. Most elves have long faces and sharp features, including high cheekbones, but they are famous for their pointed, leaf-shaped ears, which can grow in a variety of lengths—some up to 6 inches. Elvish eyes can be of almost any color, and their pupils can be round, vertical, or not visible at all.

The origin of elves is highly debated but one thing is for certain: they are not entirely of this world. Elves are sometimes called the “firstborn” of the gods, with some reckoning them to be the lowest order of angels. Others say elves were once faerie spirits who saw the mortal world and wanted to take part, or that humans and elves share a common ancestor and that the elvish ancestor traveled to the Dreaming (also called Alfheim, the Feywild, or the Plane of Faerie) where they became suffused with its magic. In some worlds, elves arrive from a distant land; in other worlds, they arrive from a distant star. In all these cases what is undisputed is the profound legacy of these long-lived peoples. 

Elves do not merely survive in the world—they are among its ancient masters. Elvish culture predates that of other cultures, except perhaps those of dragons and giants. How elves respond to their near immortality is one of the most defining aspects of an elf’s personality. 

 

Elf Traits

 

Characters with the elf heritage share a variety of traits in common with one another. 

Age. Elf children mature at the same rate as human children, but elvish cultures do not consider them to be fully mentally developed (nor matured) until they acquire a century of life experience. Elves today can live to be 700 or older, and legends speak of elves who simply never die. 

Size. Elves have a slender and graceful build. Some stand as tall as average humans , although most are a head or so shorter. Your size is Medium. 

Speed. Your base Speed is 30 feet. 

Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

Fey Ancestry. You gain an expertise die on saving throws against being charmed , and magic can’t put you to sleep

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. 


Elf Gifts 

Elves are known for their uncanny perceptiveness, which according to some can even extend to the power to read minds and see the future—although such powers are very rare. In addition to the traits found in your elf heritage, select one of the following gifts. 

Mystic Rapport 

Some elves are so attuned to the arcane that they can see magical energy with their eyes, sense the presence of nearby elves, and communicate mentally. 

Elves with the gift of Mystic Rapport have the following traits: 

Arcane Sensitivity. You gain proficiency in Arcana. 

Arcane Empathy. Your sensitivity to the flow of magic lets you speak to the hearts of others. You have a limited ability to communicate telepathically with those within 30 feet of you. Though this grants the target no ability to respond telepathically, they can understand you as long as you share a language with them. 

Prescient Vision 

Some elves don’t live in the present moment, their spirits shifting back and forth in the currents of time. Although mainly used for contemplation, this mystical experience is also useful for predicting what may yet come to pass—though like sand in the waves, the future is always churning. 

Elves with the gift of Prescient Vision have the following trait: 

Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll.

Once you use this feature, you cannot use it again until you finish a short or long rest

Preternatural Awareness 

The conventional senses of elves are thought to be more finely tuned than those of other mortals. Some scholars debate whether it is merely a matter of sensitivity, or if the elvish trance meditation heightens their awareness in a way other mortals simply are unable to rival. 

Elves with the gift of Preternatural Awareness have the following traits: 

Keen Senses. You gain proficiency in Perception. 

Prophetic Instincts. Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious (including during your Trance). 


Elven Paragon 

When you reach 10th level, you are an exemplar of elfkind, and you gain one paragon gift from the following list. 

Elfsight 

Nature cannot block the legendary accuracy of your people. Your attack rolls ignore half cover, and an area being lightly obscured does not impose disadvantage on your ability checks . You do not have disadvantage from making ranged attacks at long range.

Inexorable Darkvision.

There is no range limit for your darkvision. 

Spiritual Awareness

You are able to cast detect thoughts a number of times equal to your proficiency bonus between each long rest . Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).


Elf Culture

Humans are likely to make superficial claims about elves (“everything they do is beautiful and magical.”) Although the claim is simplistic, it is true that elves value beauty and mystery. Elvish goods are renowned for their ingenious design and painstaking craftsmanship. Besides their elegant beauty, elvish specialty crafts are lightweight, easy to use, and often subtly enchanted. Being people who live multiple centuries, elves often seek comfort in the reliability of nature’s cycle, finding nostalgia and hope in the emergence and reemergence of familiar plants and beasts. The one constant in the world is change, and yet it moves ever onward in the shape of a wheel—this and many other mysteries captivate the hearts of elves, provoking a distinctive artistic genius. Even elvish despots and cynics find it difficult to remove themselves from these entrenched values. 

Whatever an elf does, they commit decades to mastering that art. Whereas a human mage must learn all they can about the arcane in short years, elves have the luxury and cultural mandate to interrogate every detail of their discipline. For elvish priests no doctrine or ritual goes unquestioned, and an elvish soldier learns multiple theories of warfare and can recount their historical evolution in detail. 

Although centuries of wisdom often produces kindness, an unending experience of suffering can likewise produce bitter cruelty. Since ancient times human myths about elves often portray them as magically inflicting disease or lurking in the dark to commit mischief against an unsuspecting victim. These accounts are often merely tall tales but the notions are nonetheless plausible. Some of the most vicious tyrants in the multiverse are elves who believe they are better than other beings, or those whose hatred is blood-red enough to stain history forever. Even so, elves contemplate the “long view” when planning their perfect victory. Human generals might authorize poisoning wells, salting the earth, or ravaging the land with an arcane menace—but only the most ruthless and crazed elves would deploy tactics whose harm would curse future generations. 

Elves make their homes all across the world and the multiverse. Living in the shadow of their ancient empires, elves can’t help but reflect on their culture as living through its twilight years. Although it is hard to call a culture “flourishing” when it is slowly withdrawing from existence, elves nonetheless enjoy many stable communities built on millenia of intricate traditions. 

Suggested Cultures

While you can choose any culture for your elf character, the following cultures are linked closely with this heritage : eladrin , high elf , shadow elf , wood elf .
 

Dwarf

Dwarf

Dwarf

Many dwarf legends say that dwarves were not born, they were forged: the Forge God created them from earth and iron, hammering their spirit into mortal flesh and setting them forth onto the world. Unto each of his creations he set a mark, a divine gift, making them creators in turn. Whether or not that is true, it is certainly true that dwarves possess an innate ability to build and create which reaches beyond their cultural upbringing.

Dwarves can carve themselves a niche almost anywhere—their keen sight and their endurance allow them to create and thrive where others dare not tread. Caves become halls, mountains become castles. As their hammers fall, as their kettles boil, unspeakable beauties are unleashed upon their world. 

Although they are often strong and muscular, dwarves are not tall. Their broad, compact frames make them hardy and stout. They can be twice as heavy as a human a few feet taller. Their skin ranges from fair and pale to dark and brown, even gray, with a healthy bronze color being especially common. Under the correct light, dwarven eyes seem like polished black, brown, blue, or green gemstones. Dwarven hair is most often black, but red, brown, and blonde are not uncommon colors. Their beards grow full and long—sometimes it’s hard to say where a dwarf’s hair ends and beard begins. 

 

Dwarf Traits 

 

Characters with the dwarf heritage share a variety of traits. 

Age. Dwarves age as fast as humans , but most cultures only consider them adults at 50. They have extremely long lives; some dwarves live to be over 400 years old and their average life span is 350 years. 

Size. Dwarves are short and stout. They stand around 4 or 5 feet tall and average 150 pounds of weight. Your size is Medium. 

Speed. Your base Speed is 25 feet. Your Speed is not reduced by wearing heavy armor or wielding tower shields. 

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

Creator’s Blessing. You were born with the gift of creation. You gain proficiency with one set of artisans’ tools (either brewer’s supplies, mason’s tools) or smith’s tools. During a long rest , you can use these tools for crafting instead of sleeping and still receive the full benefits of the long rest. 

Tough. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 


Dwarf Gifts 

The Forge God bestows all kinds of divine gifts upon his children. In addition to the traits found in your dwarven heritage , select one of the following dwarven gifts. 

Dwarven Stability 

You gain an expertise die on saving throws against effects that would knock you prone, and on saving throws made to resist being shoved.

Dwarven Toughness 

As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points last for 1 minute. You can’t use this trait again until after you finish a long rest

You gain an expertise die on saving throws against poison, and you have resistance against poison damage. 


Dwarven Paragon 

As a dwarf accumulates deeds and glory, the Forge God bestows upon them even greater gifts. When you reach 10th level, you gain one of the following paragon gifts. 

Fury of the Earth 

As an action, you can strike the ground with a melee weapon you’re proficient with. The ground in a 30-foot burst centered on you becomes difficult terrain. Each creature on the ground in the area makes a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone. A creature concentrating on a spell makes a Constitution saving throw or its concentration is broken. You can't use this feature again until after you finish a long rest

Unbreakable 

When you succeed on a death saving throw , you can expend one Hit Die to regain 1 hit point as if your check result was a natural 20. You can’t use this feature again until after you finish a short or long rest


Dwarf Culture

No other people can craft as well as dwarves do—or at least that’s what most dwarves believe. Considering how frequently envious invaders attack their communities, there must be some truth to that. In response to these raids some dwarves make their homes in inhospitable places where thieves are unable to follow. The struggle of survival in such environments shapes dwarven culture to this day. Some dwarves hide deep in the mountains, avoiding contact with the outside world. Others travel from place to place, never putting down roots. Most, however, fight. Dwarven warriors are as feared as their well-crafted weapons are admired.

Another important factor in dwarven culture is their relationship with the Forge God. For some cultures the creator god is all-important and the priesthood attains immense power. However, dwarves do not reflect their love for the creator by building innumerable cathedrals and churches. For most dwarves labor itself is holy and crafting is a kind of prayer. There is no better offering to the Forge God than a sharp sword, a sturdy shield, or a foaming cup of beer. More cosmopolitan communities might embrace different gods, but it’s very rare that a dwarven community doesn’t at least pay lip service to the god of the forge. 

Dwarven communities frequently establish trading relations and friendly rivalries with each other. It is not uncommon for a clan of mountain dwarves to send their young to spend a few decades with hill dwarves or for devoted dwarves to visit other dwarven communities to spread the Forge God’s gospel. Sometimes this cultural exchange causes loosely-connected communities to become full-fledged empires, bursting with creativity, commerce, and innovation. Just as commonly though these empires fall victim to greedy monsters and bitter feuds. There are as many dwarven songs about lost kingdoms as there are human songs about broken hearts.

Dwarves can be found in the most unexpected places in the world. If there is enough room to swing a hammer, you can bet some dwarf has already considered living there. Though dwarves are slow to trust, they respect talent and innovation. It is not rare for them to offer training for particularly skilled smiths or brewers they meet in their travels, regardless of their heritage. However your character was raised, they were moulded and influenced by the dwarven culture around them. 

Suggested Cultures

While you can choose any culture for your dwarf character, the following cultures are linked closely with this heritage: deep dwarf , forsaken , godbound , hill dwarf , mountain dwarf .

Dragonborn

Dragonborn

Dragonborn

The dragonborn were created by ancient dragons as servants, soldiers, and perhaps even as cherished children. Dragonborn are humanoid creatures instilled with the power and adorned with the scales of their draconic progenitors. Countless ancient wyrms have sired dragonborn clans, and no two are alike. The dragonborn banner flies over the ferocity of the chromatic dragonborn, the noble cunning of the metallic dragonborn, the mystery of the gem dragonborn, and even the ancient wisdom of the essence dragonborn. 

 

Scales, tails, horns, fangs, claws, wings, and any feature found within dragonkind may emerge randomly for a generation, only to fall back into remission for the next. Despite this, some draconic features remain constant. Whether it be the color of the scales or the shape of the horns, some trace of a dragonborn’s original draconic ancestry always shows through. 

 

Dragonborn Traits 

 

Characters with the dragonborn heritage share a variety of traits in common with one another. 

Age. Young dragonborn are largely independent within hours of hatching. They develop quickly, reaching the equivalent development of an adolescent human by the age of 3, and then fully maturing into adults by the age of 15. Their maximum life span is about 80 years. 

Size. Dragonborn have imposing statures. Most stand well over 6 feet tall and weigh between 250 and 300 pounds. Your size is Medium. 

Speed. Your base Speed is 30 feet. 

Dragon Breath. Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus .

A creature takes 2d6 damage on a failed saving throw , and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest .


Dragonborn Gifts

Dragonborn are diverse and highly varied even within a single draconic progenitor’s bloodline. In addition to the traits found in your dragonborn heritage , select one of the following dragonborn gifts. 

Draconic Armor 

Some dragonborn grow tougher scales and sharper claws. These dragonborn tend to have short tails, wide faces, and broad shoulders, all of which are usually ridged with hardened scales or tipped with spikes. You have the following traits:

Claws. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier. 

Resistance. You have resistance to the damage type dealt by your Dragon Breath.

Scales. You have tough interlocked draconic scales. While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit. 

Draconic Fins 

Some dragonborn seem naturally adapted to aquatic environments with sleek, hydrodynamic, and often reflective scales. These dragonborn tend to have webbed hands and feet, and long serpentine tails. They also tend to grow soft fin-like scales along their legs and forearms. You have the following features: 

Swimmer. You have a swimming speed of 30 feet and you can hold your breath for up to 15 minutes at a time. 

Deep Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, your eyes are perfectly adapted for spotting movement at depth, and the radius of your darkvision increases to 120 feet while underwater. 

Hard to Hit. You either have a tough shell or your quick movements and reflective scales make you difficult to strike. While you aren’t wearing armor, your AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit. 

Draconic Wings 

Some dragonborn are born with draconian wings. They tend to have slender frames and smooth scale patterns, along with a long rudder-like tail to help them fly with their stocky wings. They’re far too heavy and lack the strength to really soar like true dragons, but their wings still allow them to lift off and fly a considerable distance before tiring. 

Flight. You have a fly speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue . Any fatigue gained in this way is removed upon finishing a short or long rest


Draconic Paragon 

With enough time and training any dragonborn can unlock their draconic potential. When you reach 10th level, your dragonborn gift dramatically improves.

In addition, you gain resistance to the damage type dealt by your Dragon Breath. If you already have resistance to that type of damage, you gain immunity to it instead.

Impenetrable Draconic Armor

Your claws and scales harden to the deadly consistency of a true dragon. Your claws deal slashing damage equal to 1d8 + your Strength modifier, and your AC increases by 1.

Mighty Draconic Wings

Your fly speed increases to 40 feet and you can fly while wearing medium or heavy armor. When you would suffer fatigue from using your fly speed, you make a Constitution saving throw (DC 10 + 1 per previous save in the last minute). On a success, you do not suffer fatigue from flying that round. 

Sleek Draconic Fins

Your swim speed increases to 45 feet, you can breathe underwater, and your darkvision increases to 120 feet (or 240 feet while underwater). 

Additionally, while underwater you gain an expertise die on saving throws and weapon attack rolls.


Dragonborn Culture

There are many circumstances in which a great wyrm might choose to sire a clutch of dragonborn, and the resulting dragonborn clans are as varied as their progenitors. Ultimately though, the life and society of each dragonborn clan is inexorably linked to the dragon that created it. 

Chromatic dragons usually see dragonborn as soldiers, cannon fodder to be created and spent for power and territory. Such militarized dragonborn clans tend to see their progenitor as a mighty general and inspiring leader who will guide them to glorious victory, often against dragonborn created by rival dragons. Such dragonborn clans are usually brutal, fearless, and blindly obedient to their progenitor. 

Essence dragons fly wingless over distant shores, their serpentine pennant-like bodies snapping back and forth magically as they soar. Their spirits are intertwined with the magic of the land and are usually tied to a specific sea, river, or mountain, or to a separate plane entirely. Essence dragons see their dragonborn as trusted guardians and custodians, charging them with the safety and protection of the place from which they draw their power. Such dragonborn clans are often highly attuned to nature, and guard their progenitor’s home at all costs. 

Gem dragons are rarely seen by surface dwellers and the same is true about their dragonborn. These wyrms live deep within the earth, sometimes for isolation and escape but often pursuing their own esoteric games and schemes millennia in the making. They see their dragonborn as agents, spies, and confidants. Their dragonborn are afforded an unusual level of respect, as they’re often the only creatures a gem dragon trusts enough to include wholly into its schemes. Such dragonborn clans are tight-knit but widely dispersed, often spending years in isolation only to reconvene when the time is right. 

Metallic dragons tend to see their dragonborn as children, regardless of their age. To the outside observer, they often seem like the dragon’s servants, and functionally they often are, but the relationship is more parental than feudal—for some, a more intolerable condition since their unquestioning service is rewarded with condescension and infantilization. Despite all this, such dragonborn clans are typically academic, studious, and often a voice of calm and reason when conflicts arise. 

Suggested Cultures

While you can choose any culture for your dragonborn character, the dragonbound and dragoncult cultures are linked closely with this heritage .


Draconic Ancestry

There are many types of dragon in the multiverse.

Chromatic dragons include red, green, blue, white, and black wyrms. These dragons are typically evil in nature.

Metallic dragons include brass, bronze, copper, gold, and silver. Metallic dragons are generally known for their goodness.

Less common are essence dragons, such as the celestial, chaos, earth, river, sea, shadow, spirit, and underworld dragons (and the dragon turtle).

The gem dragons shimmer with amethyst, crystal, emerald, or sapphire.

You should decide on your draconic ancestry, whether it be one of these options or a combination.

Mixed Heritage

Mixed Heritage

With your Narrator's approval, you can choose a heritage gift from a heritage other than the one you originally chose; this allows for the easy creation of half races, or use of bases other than human for races such as tieflings . For more flavor, you and your Narrator may even decide that this affects things such as physical appearance, life span, or size in a way that is unique to your character.

Destiny

Destiny

Every hero has something that drives them forward, an inner spark or outward goal that compels them to risk everything for a life of adventure. Choosing a destiny provides important roleplaying cues and features that help shape your character’s identity. Why are they an adventurer? What drives them into a life of danger? Is destiny thrust upon them by circumstance, or do they have a burning desire for a future they wish to claim for their own? 


Motivation

Each destiny has a table of example motivations that represents the heart of your character’s desire to be an adventurer. Feel free to select a motivation, determine one randomly, or create one that you feel matches the destiny.


Inspiration

The Narrator awards inspiration, a resource which grants you an edge in important moments, when you roleplay your character according to your destiny. Each destiny has a source of inspiration which describes acts of roleplaying that should be rewarded with inspiration (although it remains at the Narrator’s discretion). Additionally, the Narrator can award inspiration whenever they feel a character has been particularly clever, engaging, or heartfelt in their roleplaying.

Once you have inspiration, you can save it indefinitely. Whenever you or an ally you can see makes an attack roll, saving throw, or ability check, you may spend your inspiration to grant advantage to that roll. 

Alternatively, you can spend inspiration to use the inspiration feature unique to your chosen destiny. 

You either have inspiration or you don’t; if you already have inspiration and do something worth rewarding inspiration, you do not gain a second use of inspiration.


Fulfilling Your Destiny

Each destiny includes a fulfillment feature that you gain when you achieve your destiny, a momentous event usually at the end of a major story arc in the narrative (indicated by the Narrator). Even if your destiny remains outside of your grasp, it is close enough at hand that you automatically gain its fulfillment feature when you reach 16th level.

If you fulfill your destiny early in a campaign, at the Narrator’s discretion you may select an additional destiny. You retain your original destiny’s features and gain the source of inspiration and inspiration feature of your new destiny. You cannot gain a second fulfillment feature. 


Changing Your Destiny

Motives change over time, as do the stories we tell. Whenever you gain a class level, you may choose to change your destiny. You lose any features provided by your current destiny and select a new destiny, gaining its source of inspiration and inspiration features. 


Alignment Traits

Some destinies or class features grant an alignment trait: Chaotic, Evil, Good, or Lawful. Alignment represents a common moral disposition, and some items or spells may affect creatures with an alignment differently. You can never have two opposed alignment traits (Chaotic and Lawful, or Evil and Good).

Background

Background

The next step in creating your character’s origin story is choosing their background. A character’s background tells a story about the life they have chosen to lead, separate from the culture they were raised in. This step can be used to tell nearly any story; how your character became an adventurer, why they claim a culture other than the one associated with their heritage, or how they began their journey towards finding their place in the world. 


While picking a background does not have to complete your character’s story, it provides a sturdy base for developing that story. A character’s background typically reflects the individual training they have sought out or been given, rather than the common heritage and culture which they shared with their first community. One of the most important questions you can ask when choosing your background is how does this relate to your character’s current adventuring status? Did they leave a job they loved to adventure out of a sense of duty, or were they forced out of their home? Did they spend their inheritance on adventuring gear in search of excitement, or did they save their meager wages until they could embark on a journey bigger than themselves? After being dealt their cards in life, how did they make the most of it—or did they set off in search of a new hand? 

The backgrounds in this chapter provide mechanical benefits, such as ability score increases and proficiencies, as well as more roleplay-oriented benefits. As with the other origin sections, you gain the benefits of only one background. The following sections appear in the descriptions for most backgrounds. 


Ability Score Increase

Each background increases one of a character’s ability scores by 1 and allows you to increase a second ability score of your choice. This reflects the abilities utilized or valued the most by that background. 


Proficiencies

Most backgrounds grant proficiency with two skills. 

Additionally, many backgrounds grant proficiency with an appropriate tool set (or multiple sets). 

If your character would gain the same proficiency from multiple areas, such as a heritage or cultural trait or class feature, they may instead choose a new proficiency of the same type (skill or tool).


Languages

Like cultures, your background can also allow you to learn additional languages. Provided there is no disability or condition that prevents them from doing so, characters are considered to be able to speak, read, write, and sign the languages granted by their background. 


Connections

Each background provides examples of one acquaintance, ally, or enemy that has had an effect on your character’s life. This could be a childhood friend, a sparring partner, or even a business competitor. Make sure to include your Narrator when choosing your connection; you never know when they’ll show back up.


Equipment

Suggested equipment sets are included with each background, along with an associated gold cost. 


Memento

Each background includes options for a memento. This is a sentimental item reflective of your background and the occurrences that have built you into who you are, typically worth less than 30 gold.


Background Feature

Every background comes with a feature that helps determine how your character interacts with the world and people around them. While they rarely provide a set mechanical benefit, they can provide you with a reliable way to find information, shelter, or even financial support.

Culture

Culture

The second step in the origin creation process is choosing your character’s culture. This is the culture they were raised in, or that of their parents, and does not need to be related to their heritage; a character’s culture can be used to represent their past as a refugee, adoption into a new family, or being raised outside of their heritage for any other reason. The culture you choose provides your character with a number of proficiencies and traits that they would have learned through living amongst that culture, or that members of that culture are often trained in. 


For each heritage option presented, there are a handful of suggested cultural options. When building your character’s origin, you can choose only one culture to gain traits from. Each culture listed in this chapter includes a description of what sort of life a character from that culture would experience—this description can range from the morals and traditions instilled in them to how they found themselves a part of that culture to begin with. The following sections appear in the description for most cultures.

 


Cultural Traits

Each culture contains a range of traits. You gain all of the traits associated with your chosen culture, unless the text says otherwise.


Languages

This section details the languages that a character can read, speak, write, and sign, provided there is no disability or condition that prevents them from doing so. When given a choice of language, consider choosing one from the Languages sidebar that further brings your character to life—this decision could be impacted by their family, previous occupations, or even a special interest.

The narrator may include additional languages based on the game’s setting, but the following languages are a default part of Level Up: Abyssal, Aquan, Auran, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnoll, Gnomish, Goblin, Halfling, Ignan, Infernal, Orc, Primordial, Sylvan, Terran, Undercommon.

Signing. You must have at least one hand free to communicate by sign, and the creature you are communicating with must be able to see you. When attempting to make subtle signs, to remain unnoticed you must succeed on a Sleight of Hand check against the passive Perception scores of observers.

Narrator Note: Some cultures do not place the same emphasis on differentiated genders as other cultures might. Gender differentiation in various languages can be limited, and outsiders can experience culture shock at the gender equality and ambiguity in societies new to them. Most of these cultures draw from the same pool of names regardless of gender with some pronunciations of each name occasionally belying a subtle, often unintentional gendered inflection. People raised in such a culture find it important not to get too upset with minor mispronunciations, and in fact many accommodate foreigners by stating the most appropriate pronouns in the guests’ language and asking for their pronouns in return.

Heritage

Heritage

The first step in the origin creation process is deciding on a heritage such as a dwarf, elf, or halfling. Each of the eight heritages listed in this chapter include unique, biologically inherited traits as well as details about their physical appearances. While this may seem like the most important step, keep in mind that nurture plays as much of a role in development as nature; while you may be used to seeing fantasy media portraying lithe, agile elves, the culture and background you choose can provide the stepping stone needed to create a hulking elven berserker. While it may affect how the world perceives them, an adventurer should never be limited by their heritage.


When building your character’s origin, you can choose only one heritage to gain traits from. The Mixed Heritage rule should be consulted for characters with multiple heritages. 

The following sections appear in the descriptions for most heritages.


Age

This section details the average age at which a character of this heritage is considered to have reached adulthood, as well as their typical life span. Your character can be of any age, which could also be an opportunity to explain away significantly low or high ability scores. 


Size

All creatures are assigned a size, ranging from Tiny to Gargantuan. Medium and Small are the most common sizes for adventurers. 


Speed

While other factors may influence how fast you are, each heritage has a base Speed. This determines how far you can move on your turn during combat and while traveling. 


Heritage Gift

In addition to the traits granted to all characters of the same heritage, some include multiple gifts for you to choose from to further diversify your character. When multiple options are presented, you may choose only one heritage gift.


Paragon Gift

Later in their adventuring career, each heritage grants a paragon feature. This could be a completely new feature, or something that improves or offers a new way to use a trait already granted by the heritage.


Any Culture

You can choose any culture for your character, even if it is not listed alongside your character’s heritage. A dwarf can grow up in a wood elf culture , and a tiefling can hail from a cosmopolitan city.

In addition to the cultures generally associated with each heritage, there are also several general cultures you can choose from.


Mixed Heritage

With your Narrator’s approval, you can choose a heritage gift from a heritage other than the one you originally chose; this allows for the easy creation of adventurers with parents of two different heritages, or use of bases other than human for heritages such as tieflings. For more flavor, you and your Narrator may even decide that this affects things such as physical appearance, life span, or size in a way that is unique to your character.

Origin

Origin

What makes your character who they are? What have they experienced? When building your character, their upbringing—and by extension the culture they were raised in—can have as much of an impact as their heritage. By splitting your adventurer’s origin into four parts— Heritage , Culture , Background , and Destiny —there is ample opportunity to create wildly diverse characters with skill sets that reflect their lives in the most accurate way possible.


Building Your Origin Story

The prevalence of each heritage and culture can vary between various settings and different campaigns. Only you know what story you are trying to tell with your character, and only you know the best way to build that character’s origin. Anything is possible in a magical world and all of the heritages , cultures , and backgrounds presented in this chapter—as well as those you might build yourself—are viable options for an adventurer of any class . However, to ensure your character fits your specific game and setting, you should always have a discussion with your Narrator about the character options available to you prior to character creation. 

Your heritage solely influences your character’s physical appearance and traits, while your culture influences those traits that would be learned or developed over time. Your background reflects the path you have chosen to take, or a path you have been pulled into, independent of your heritage or culture . This grants you things like proficiencies with skills , languages, and tools, and bonuses to certain ability scores to represent the areas of your life that have seen intentional improvement. Finally, your destiny describes your character’s goals and motivations. The following sections are designed to walk you through the four-part origin story, and to help you build your ideal adventurer. 

Pagination