Expertise Die
Expertise Die
Redirects to Advantage, Disadvantage, and Expertise
Wood Elf
Wood Elf
In vast, foreboding forests and jungles filled with monsters and magic, the villages of wood elves are a rare and wondrous sight. These unique settlements are known for their harmony with nature—typical dwellings are tree houses with the mightiest branches forming living walkways, walls, and alcoves. The grandest of these wood elf villages have many houses in a single tree and elegant walkways connecting each home.
In lieu of gardening, wood elves treat their home as a vast orchard. They cull and manage animal populations and use controlled fire rituals to tend to the forest, all while honoring the role of death in life.
Wood elf communities are often fairly isolated. They raise their own food, train their own warriors, and produce their own crafts. Plenty of these villages are insular and xenophobic, but many more are hospitable and generous to travelers—with some guests even invited to stay permanently. Their social orientation is communalistic and egalitarian. Although wood elf laws and hierarchy do exist, they prefer to resolve conflicts through consensus. For complex conflicts they use large circle meetings where anyone can speak.
Other important cultural values for wood elves are curiosity and exploration. Isolated though wood elf villages may be, it is not uncommon to see a wood elf troubadour, craftmaker, or sightseer on a quest to learn something new.
Characters raised in the wood elf culture share a variety of traits in common with one another.
Fleet of Foot. Your base Speed increases by 5 feet.
Nature's Ally. You can cast animal friendship without material components once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).
Nature's Touch. Choose one of the following.
Way with Animals: You gain proficiency in Animal Handling and with land vehicles.
Way with Plants: You gain proficiency in Nature and with herbalism kits.
Treeborne Scout. You gain a climb speed equal to your base Speed.
Wood Elf Weapon Training. You are proficient with longbows and shortswords.
Languages. You can speak, read, write, and sign Common and Elvish.
Wildling
Wildling
Remote groups isolated by vast oceans, high mountains, or thick vegetation live at the mercy of nature. They learn to be part of the wilderness’ unending cycles, living in small communities which have little or no contact with the so-called “civilized” peoples of the world. Most frequently, wildlings can be found in secluded villages; sometimes, a wildling lives alone, their only company the beasts with which they share the wilderness. With their intimate understanding of and relationship with nature wildlings make excellent adventurers.
Characters raised in the wildling culture share a variety of traits in common with one another.
Enhanced Vision. You gain proficiency in Perception. Choose one of the following.
Nightwalker: You gain an expertise die on Investigation and Perception checks made in moonlight or starlight.
Sunseeing: You gain an expertise die on Investigation and Perception checks made in daylight.
Expert Forager. Once per long rest , you can spend 4 hours of time to locate Supply for yourself and one other creature, or magical reagents worth up to 5 gold.
Internal Clock. By observing the environment when on your home plane, you can estimate the time of year down to within a week of the actual date. When you are outdoors, you know the time of day.
Living Off The Land. Sustaining yourself on nature’s grace means you have mastered a unique set of skills. You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check. Choose one of the following:
Agriculturalist: You gain an expertise die on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living, and when making an ability check to use a land vehicle.
Beastwarden: When you have a hunting animal such as a falcon or hunting dog assisting you, you gain an expertise die on checks made to hunt or track. In addition, you gain an expertise die on Animal Handling checks.
Land Hunter: You gain an expertise die on Intimidation and Stealth checks. Additionally, you can march up to 12 hours before you need to save against fatigue.
Water Drifter: You gain an expertise die when making an ability check to use a water vehicle. In addition, you gain an expertise die on Athletics checks, and you can hold your breath for up to 15 minutes by using an action to prepare to do so.
Weather Sense. Pick a terrain type. After observing the area for 1 minute, you can predict the weather in this terrain within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them. When you have successfully predicted the weather, you gain an expertise die on saving throws made against its effects.
Languages. You can speak, read, write, and sign Common and one other language.
Warhordling
Warhordling
Some war hordes obliterate the target of their wrath within the day and life simply returns to normal—but others can last a lifetime. When the offender is an entire nation or a powerful figure like a sovereign or tyrant, the march can seem to go on forever. Warhordling life is driven by one simple goal: the destruction of their foe.
When war hordes last for years, decades, or even centuries, generations of people are raised only knowing war. The elders may recount memories of happier days, but the songs and ballads that recount their history slowly become war chants.
While hatred is often a poor leader, it is not always in the wrong. War hordes that rally against hated tyrants often find themselves accumulating banners from disparate forces, whether small ragtag bands or entire armies.
Characters raised in the warhordling culture share a variety of traits in common with one another.
Aggressive. As a bonus action, you can move up to your speed towards an enemy that you can see or hear.
Menacing. You gain proficiency in Intimidation.
War Horde Weapon Training. Your time spent in the war horde trained you in the ways of warfare, particularly when you’re ill-equipped. You are proficient with two martial weapons of your choice and with light armor. You are also able to cobble together functional if somewhat ramshackle weapons from whatever you have on hand. You can create a ramshackle version of any simple weapon (except crossbows) with 10 minutes of work if you have access to simple materials such as common household items, the rusted scraps found among battlefields, or the bounty of the forest. Ramshackle weapons created in this way function identically to their normal counterparts, except their gold value is always 0 and they break and become useless on a critical fumble.
Wartime Scrounger. Once per long rest , you can spend 4 hours of time to locate Supply for yourself and one other creature while traveling through urban environments, warzones, and battlefields.
Languages. You can speak, read, write, and sign Common and one other language.