Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Only Human
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Corinnguard" data-source="post: 9735259" data-attributes="member: 7033886"><p>Another Level Up reference. In that 5e adjacent RPG, Culture alongside Heritage, Background and Destiny play a part in developing your character's origin. It represents all of the learned traits your character gained while growing up in a particular society. </p><p></p><p>For instance, if you were playing a Dwarf, you would have the Dwarven heritage and all of the traits associated with that heritage (size, speed, age, Darkvision, Creator's Blessing (a free tool proficiency) and Tough. As for Culture, there are three Dwarven Cultures in Level Up- Mountain, Hill and Deep.</p><p></p><p><strong>Mountain Dwarf Culture</strong></p><p>Dwarven Weapon Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. </p><p>Dwarven Armor Training. You have proficiency with light and medium armor. </p><p>Heart of the Forge. You have resistance to f ire damage. In addition, you gain proficiency in Engineering. </p><p>Mountain Born. You’re acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You’re also naturally adapted to cold climates. </p><p>Stonecunning. Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and gain an expertise die.</p><p>Languages. You can speak, read, write, and sign Common, Dwarvish, and one other language.</p><p></p><p><strong>Hill Dwarf Culture</strong></p><p>Community Magic. You know the friends cantrip. Once you reach 3rd level, you can cast charm person once per long rest. At 5th level, you can cast suggestion once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Charisma. </p><p>Friendly. You are proficient in either Deception or Persuasion. </p><p>Wagoner. You are either proficient in either Animal Handling or with land vehicles. </p><p>Ways of the Land. You are proficient in Survival and gain an expertise die on checks using it. </p><p>Languages. You can speak, read, write, and sign Common, Dwarvish, and two additional languages.</p><p></p><p><strong>Deep Dwarf Culture</strong></p><p>Superior Darkvision. You grew so used to being underground that you can see in the dark farther than other dwarves. The range of your darkvision increases to 120 feet. If you didn’t have darkvision already, you gain darkvision to a range of 60 feet. Deep Magic. You know the resistance cantrip. Once you reach 3rd level, you can cast jump once per long rest. At 5th level, you can cast enlarge/ reduce once per long rest. You don’t need material components for these spells, but you can’t cast them while you’re in direct sunlight (although sunlight has no effect on them once cast). Intelligence is your spellcasting ability for these spells. </p><p>Deep Suspicion. Your lack of trust protects you from some magic. You have advantage on saving throws against illusions and to resist being charmed or paralyzed. </p><p>Underground Combat Training. You are proficient with hand crossbows, short swords, and war picks. </p><p>Languages. You can speak, read, write, and sign Common, Dwarvish, and Undercommon.</p><p></p><p>If you want to play a character who was born as a non-dwarf but grew up in a Dwarven culture, all you need to do is pick a non-Dwarf heritage and then select one of the three cultures I just mentioned. In your example above, you could have human heritage/ High Elf culture, human heritage/Wood Elf culture, etc.</p></blockquote><p></p>
[QUOTE="Corinnguard, post: 9735259, member: 7033886"] Another Level Up reference. In that 5e adjacent RPG, Culture alongside Heritage, Background and Destiny play a part in developing your character's origin. It represents all of the learned traits your character gained while growing up in a particular society. For instance, if you were playing a Dwarf, you would have the Dwarven heritage and all of the traits associated with that heritage (size, speed, age, Darkvision, Creator's Blessing (a free tool proficiency) and Tough. As for Culture, there are three Dwarven Cultures in Level Up- Mountain, Hill and Deep. [B]Mountain Dwarf Culture[/B] Dwarven Weapon Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Armor Training. You have proficiency with light and medium armor. Heart of the Forge. You have resistance to f ire damage. In addition, you gain proficiency in Engineering. Mountain Born. You’re acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You’re also naturally adapted to cold climates. Stonecunning. Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and gain an expertise die. Languages. You can speak, read, write, and sign Common, Dwarvish, and one other language. [B]Hill Dwarf Culture[/B] Community Magic. You know the friends cantrip. Once you reach 3rd level, you can cast charm person once per long rest. At 5th level, you can cast suggestion once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Charisma. Friendly. You are proficient in either Deception or Persuasion. Wagoner. You are either proficient in either Animal Handling or with land vehicles. Ways of the Land. You are proficient in Survival and gain an expertise die on checks using it. Languages. You can speak, read, write, and sign Common, Dwarvish, and two additional languages. [B]Deep Dwarf Culture[/B] Superior Darkvision. You grew so used to being underground that you can see in the dark farther than other dwarves. The range of your darkvision increases to 120 feet. If you didn’t have darkvision already, you gain darkvision to a range of 60 feet. Deep Magic. You know the resistance cantrip. Once you reach 3rd level, you can cast jump once per long rest. At 5th level, you can cast enlarge/ reduce once per long rest. You don’t need material components for these spells, but you can’t cast them while you’re in direct sunlight (although sunlight has no effect on them once cast). Intelligence is your spellcasting ability for these spells. Deep Suspicion. Your lack of trust protects you from some magic. You have advantage on saving throws against illusions and to resist being charmed or paralyzed. Underground Combat Training. You are proficient with hand crossbows, short swords, and war picks. Languages. You can speak, read, write, and sign Common, Dwarvish, and Undercommon. If you want to play a character who was born as a non-dwarf but grew up in a Dwarven culture, all you need to do is pick a non-Dwarf heritage and then select one of the three cultures I just mentioned. In your example above, you could have human heritage/ High Elf culture, human heritage/Wood Elf culture, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Only Human
Top