5th Edition D&D x Final Fantasy XIV - Ancestry and Culture Patch

by SilentSoren

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Final Fantasy XIV Race Redefined

Final Fantasy XIV Race Redefined

We're living in a changing world, so we need to change the way we do things to keep up. That is the goal of this book, to offer a more inclusive and interesting option at your gaming tables!
Note: Intended for use alongside the FFXIV x D&D 5e Player's Handbook Supplement

FFXIV Race Redefined

Table of Contents

Page Topic
4 Au Ra
4 Elezen
5 Garlean
6 Hrothgar
7 Hyur
7 Lalafell
8 Miqo'te
9 Roegadyn
10 Viera
10 Mixing Ancestries and Other Cultures

Preface

Hey everyone!

Some may wonder what the purpose of this book is and where it came from, so let me give a quick rundown on where this comes from.

In North America, there are many important movements and discussions around race ongoing. One such discussion I came upon was on the topic of race in the context of Dungeons & Dragons. I agreed with many of the thoughts being put forth in these discussions that the way race is handled in this game is not inclusively done and may even reinforce some harmful ideas around race.

Mechanically, the idea of race being tied to ability of characters doesn't make a lot of sense either. Though ancestry and culture has been packaged together as race in the past, splitting racial traits up into ancestral and cultural traits I feel is a smart move to allow for more flexibility.

Though Wizards of the Coast have given no specifics on what they're going to do to handle reimagining race in D&D, I found a resource I thought handled it quite well. Ancestry & Culture An Alternative to Race in 5e breaks the two elements of where a person comes from, allowing for ancestry and culture to be mixed and matched, easier options to tackle mixed ancestry characters or tackling cultures outside of book resources.

This side book acts as an optional addendum to my Final Fantasy player guide which builds on the ideas put forth in Ancestry & Culture and acts as my answer to the race conundrum until Wizards of the Coast decide how they are going to tackle it. When that time comes I'll be aligning the official book with their method of wrestling with this problem.

If this feels like a good resource for you in the types of games you play today, please enjoy!

So How Does it Work?

When using this document for your character creation, you simply need to pick an ancestry as a starting place. This will give you your physical traits that would come from your race.

Next you would select the culture your character grew up in, which dictates what skills, abilities and proficiencies you've developed growing up in their associated society you choose.

Currently the book is organized to place the relevant Ancestry and Culture together. For example the section on lalafells will include the two varieties of Lalafell (Plainsfolk and Dunesfolk) along with three cultures associated with the lalafell (Plainsfolk, Dunesfolk and The Dwarves of Norvrandt).

Contact Me

I you need to get in touch with me about whatever you need to know about this document, you can message me via Reddit, Imgur or email me at Silentsorengames@gmail.com or here r/FFXIVxDnD. I'll do my best to get back to you but don't have a lot of time to get to everyone in a timely matter.

Au ra

The Au Ra people hail from the Orthard region, spreading across archipelagos, vast grasslands and mountains. Though their origins are difficult to determine, often being theorized to have descended from dragons, the Au Ra creation myth holds that two key bloodlines descended from their gods. The dark scaled Xaela have descended from the Dusk Mother. The Xaela have chosen to stay true to their ancestral roots and their culture remains largely unchanged across history. Their light scaled bretheren, the Raen, descend from the Dawn Father. Many tribes of this bloodline chose to integrate with Eastern society, giving up their nomadic life styles.

Au Ra Ancestral Traits

Your au ra character has a variety of natural abilities, the result of thousands of years of auri ancestry.

Age. Despite their extraordinary phyiscal features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.

Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.

Speed. Your base walking speed is 30ft.

Cranial Horns. Your horns act as your means of perceiving sound. You have improved hearing and spatial awareness compared to other races because of this. You gain proficiency in the perception skill.

Scaled Bodies. Your scaled body provides you with some protection. While unarmoured, your AC is equal to 12 + your Dexterity modifier.

Xaela Cultural Traits

Xaela culture holds true to their traditions of the past. Many tribes travel the Azim Steppe, hunting, gathering and battling other tribes for territory. Once a year, a large melee occurs known as the Nadaam, the tribe who manages to win the Nadaam becomes the ruling tribe of the Azim Steppe, setting new laws all tribes must follow for the next year, leaving a large focus on strength among these people.

Alignment. Xaela culture could be summed up as organized chaos. The strong traditions abided by all tribes of the Azim Steppe are met with the chaotic lives of nomadic tribes who frequently find themselves clashing with one another over territory, leaving many who belong to these tribes with leaning towards a chaotic alignment.

Languages. You can speak, read and write Common and Xaela, the tongue of the nomadic tribes you grew up in.

Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.

Nomadic. Your life traveling the Azim Steppe as a nomad has sharpened your tracking and hunting skills. You are proficient in the survival skill.

Savage Attacks. 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.

Raen Cultrual Traits

Raen culture has been assimilated into the overall Doman and Hingan culture of the East, a way of granting a wish for a peaceful, harmonious life away from the chaos of the plains. This region's lifestyle is a series of rules, societal standings and etiquette focused on honour and duty.

Alignment. The Raen have largely integrated into the prevelant Hingan culture of the archipelago and mainland Doma. This society places a focus on honour, duty and order. As the Raen imigrated to the area, few are able to rise to the top of the social heirarchy, but are regarded as highly dependable vassals. This style of living leans towards a lawful alignment.

Languages. You can speak, read and write Common and Hingan, the language of the eastern lands.

Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.

Honorable Duty. Your dedication and focus on seeing your duty through has given you intense focus. You have advantage on saving throws against being charmed.

Polite Society. You've are accustomed to complex webs of social rules. You are proficient in the persuasion skill.

Elezen

The Elezen were the first peoples to settle Eorzea, a old common held belief they held that they were the chosen race of the gods. This belief still holds as a source of pride amongst them today. Overtime they were forced to relocate due to mass environmental disaster eventually finding their homes in the Black Shroud, a massive forest in central Eorzea, or to the Coerthan highlands, a mountainous region they settled only to come into conflict with the draconic inhabitants of the area. Some Elezen chose to migrate and found vast underground cities of Gelmorra.

Elezen Ancestral Traits

Your Elezen character has a variety of natural abilities, the result of thousands of years of Elezen ancestry.

Age. Elezen are one of the longest standing groups, they do live a few decades longer than the average lifespan of most groups. They reach physical maturity around age 18 and live to be over 100 years old.

Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.

Speed. Your base walking speed is 30ft.

Hawkeyed. Over many generations as hunters, your eyes developed a sharpness which assist you. The effective and maximum range of ranged weapons used by you is increased by 10ft.

Superb Hearing. Your large ears offer you improved hearing. You have advantage when making perception checks which rely on hearing.

Duskwight Ancestral Traits

Your Duskwight Elezen character has a variety of natural abilities, the result of thousands of years of Elezen ancestry.

Age. Elezen are one of the longest standing groups, they do live a few decades longer than the average lifespan of most groups. They reach physical maturity around age 18 and live to be over 100 years old.

Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.

Speed. Your base walking speed is 30ft.

Superb Hearing. Your large ears offer you improved hearing. You have advantage when making perception checks which rely on hearing.

Darkvision. Many generations of living in the caverns beneath the Black Shroud have changed your eyesight. 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.

Wildwood Cultural Traits

Wildwood Culture is built around the elementals who call The Black Shroud home. It was these powerful spirits who caused the calamities which caused their relocation in the past, and living in the forest they call home leaves them in service to their power. Wildwood culture focuses on living in harmony with nature and protecting their home from any threats against the forest and taking only what the elementals permit.

Alignment. Those who live in Wildwood culture lean towards a lawful alignment. They have spent a large part of their lives following the laws of the forest to ensure the elementals do not unleash the fury they had many centuries ago.

Languages. You can speak, read and write Common and old Elezan, an archaic language sometimes known as Elven.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Trackers and Trappers. Your life in the forest has provided you with basic hunter knowledge. You are proficient in the Survival skill.

Wood Wardens. You have grown accustomed to understanding the natural world and the whims of the elementals. You are proficient in the Nature skill.

Ishgardian Cultural Traits

The Ishgardians who settled the Coerthan Highlands built large stone forts and a massive city from which they draw their name. The Holy See of Ishgard has been a theocracy for centuries, only recently shifting politically to a democratic two house system led by elected representatives. This long history of strictly followed tradition has left its mark on their culture all the same.

Alignment. Those who grew up in Ishgard, a city state with strict society hierarchies and religious practicies lean towards a lawful alignment.

Languages. You can speak, read and write Common and old Elezen, an archaic language sometimes known as Elven.

Ability Score Increase. Your Intelligence score increases by 2 and your Strength score increases by 1.

Passage of Legends. Many stories and legends are passed down in Ishgard from elders to the young. You are proficient in the History skill.

The Holy See. The prevalent laws and tales of religion have provided you with a large amount of religious knowledge. You are proficient in the Religion skill.

Duskwight Cultrual Traits

The Duskwights settled undergroud, founding the city state of Gelmorra. Though their historical home fell many years ago, the Duskwights continue to live in the subterranean ancient cities, relying on poaching and banditry to support their people.

Alignment. Life amongst the Duskwight in the underground leaves many leaning towards a chaotic alignment. Their reliance on living outside the law to survive as left them at odds with their people of the surface.

Languages. You can speak, read and write Common and old Elezen, an archaic language sometimes referred to as Elven.

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.

Darkstalkers. Reliance on thievery has made you great at sneaking around. You are proficient in the Stealth skill.

Shadowy Skulkers. Life in the caves has assisted you in learning how to hide in dark places efficiently You gain advantage on Stealth ability checks when in dim light or darkness.

Garlean

The Garleans are a people who were driven to the brink, only to find power in their suffering to rise up and build an Empire of their own. Though they lack an aptitude for magic, their mysterious third eye allows them to perceive and imagine complex systems easily. Using these gifts and being forced to infertile lands rich with natural resources by magic users, the Garleans were able to become great engineers and create magitek to level the playing field with those who drove them to the frigid north.

Garlean Ancestral Traits

Your Garlean character has a variety of natural abilities, the result of thousands of years of Garlean ancestry. Age. Garleans live as long as the many races of Eorzea, reaching maturity around 18 years old and living on average to the age of 80.

Size. Garlean males on average tend to stand anywhere from 6 to 7 feet tall while their female counterparts tend to reach anywhere from 5 and a half to 6 feet tall. Your size is medium.

Speed. Your base walking speed is 30ft.

Third Eye. A third eye which looks similar to a gem stone set in the middle of your forehead offers you incredible perception and sense of space. You have proficiency in the Investigation and Perception skills.


Note from the Creator

As Garleans are unable to cast magic from a lore perspective, playing a casting class as a Garlean should have their casting focus flavoured to account for this. For example a Garlean Wizard could have a staff which recharges magic energy over time and uses that charged staff to cast spells. Their spell slots recovering when the staff recharges at the end of a long rest.

Garlean Cultural Traits

To call Garlean culture oppressive would be an understatement. They are a meritocracy with racial superiority of Garlean kind taking precedence often, only allowing pure blooded Garleans the opportunity to take major leadership roles. Though it is not impossible for non Garleans to become regional leaders, it is exceptionally rare that it happens. Garleans are conquorers who aim to rule the world with iron fisted strength in order to prevent the summoning of Primals or Eikons, protecting the land from their dangerous consumption of magical energy.

When Garleans gain control of a region, it becomes an occupation where the able bodied are conscripted into the military and forced to assist in their imperialistic broadening of their borders. Those who accept their role and assimilate into their way of life can actually find a good life though, becoming well trained and educated, opening some avenues they never could have dreamed of had they continued their lives. Exceptional individuals will rise to the top in their society.

Alignment. Garleans lean towards a lawful alignment due to their life in an oppressive empire.

Languages. You can speak, read and write Common and two languages of your choice, reflective of your homeland or area you may be deployed to.

Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1.

Conscription. You've gone through basic military training as a part of life in the empire. You are proficient in the Athletics skill.

Public Education. You've been provided an education while living in the Garlean empire or its captured regions. You are proficient in either the Arcana or History skill.

Hrothgar

The Hrothgar are a powerful people who boast broad frames, feline reflexes and fierce appearances which are marked by their sharp claws and pointed fangs. Their people suffers from having a large disporportion between the males and females of their kind, which males make up a staggering number of their kin. This has also led to the Hrothgar to adopt a matriachy in their homeland which rallied many, but drove a number of their brothers away as well, leading to them becoming known as The Lost.

Hrothgar Ancestral Traits

Your Hrothgar character has a variety of natural abilities, the result of thousands of years of Hrothgar ancestry.

Age. Hrothgar tend to live about as long as most of their neighbouring races. They reach physical maturity around age 18 and live into their nineties.

Size. Hrothgar are known to have tall, powerful frames marked by muscle and fur. Your fur takes on warm or cool colours. At their tallest the Hrothgar stand at 7ft. tall while their low average heights sit around 6ft. 4inches tall. Generally they way over 260 lbs. Your size is medium.

Speed. Your base walking speed is 30ft.

Claws. You have sharp claws and the beastial instincts to use them. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit.

Keen Smell. You have keen animalistic senses. You have advantage on Perception checks that rely on smell.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Helion Cultural Traits

The Helions are a large group of Hrothgar who formed a matriachal monarchy in Southern Ilsebard. Nearly all Helions took a great pride in their servitude to their Queen, honour and duty being two ideals they enjoyed to chase.

Alignment. Helions tend towards a lawful alignment as their society focuses on servitude to their Queen and country.

Languages. You can speak, read and write Common and Hrothgarian, the language spoken in your ancestral homeland.

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Proud History. Tales of valour and service are intentionally passed down as education about the past. You are proficient in the History skill.

The Lost Cultrual Traits

The Lost's culture is that of vagabonds and drifters who left their ancestral homeland, turning away from their life of servitude for one of true freedom. Many of The Lost take up lives as mercenaries and merchants, travelling the land in search of work, never setting down roots.

Alignment. The Lost tend towards a chaotic alignment, reflective of their ever changing life circumstances as travelling labourers and adventurers.

Languages. You can speak, read and write Common and a language of your choice.

Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.

Contractor. You've become accustomed to negotiating terms and scopes of work. You are proficient in the Persuasion skill.

Unfettered Hearts. Your passion for freedom has reinforced your will to resist other's influence. You have advantage on saving throws against being charmed.

Hyur

Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous peoples in the world.

Hyur Ancestral Traits

Your Hyur character has a variety of natural abilities, the result of thousands of years of Hyurian ancestry.

Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old.

Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is medium.

Speed. Your base walking speed is 30ft.

Curious Soul. Your natural curiosity leads you to dabble in a variety of activities. You gain proficiency in a skill of your choice, as well as with an artisan tool of your choice.

Variant: Padjal

The Padjal are a rare occurance born to Hyurian families who live in The Black Shroud. These children are grow white-hued animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging around their teens, live far longer than regular Hyur and have a natural latent power for conjury.

Ability Score Increase. Your Wisdom score increases by 2, you do not gain the primary ability score from your Cultural Traits

Curious Soul. Your natural curiosity leads you to dabble in a variety of activities. You gain proficiency in a skill of your choice, as well as with an artisan tool of your choice.

Nature's Blessing. You gain proficiency in the Nature skill.

Midlander Cultural Traits

Midlander culture is not a true culture of their own, but rather the adaptability to fit into any city or region the midlander happens to live in. Midlanders are highly adaptable people who adapt easily to life wherever they call home.

Alignment. This widespread culture of assimilation leaves Midlander culture not leaning towards any particular alignments, taking on the customs of the land they call home.

Languages. You can speak, read and write Common and a language of your choice representative of the region you grew up in.

Ability Score Increase. An ability score of your choice increases by 2 and a different ability score of your choice increases by 1.

Integrated Culture. You gain proficiency with a set of artisan's tools, gaming set or musical instrument of your choice representative of the region you grew up in.

Versatile. You gain proficiency in a skill of your choice.

Highlander Cultural Traits

The warlike Highlanders founded the city state of Ala Mhigo, and settled the mountainous region of Gyr Albania. These people put a great emphasis on martial prowess and live life as warriors in the mountains.

Alignment. The highlanders do not tend towards any alignment, having a wide range of variation in their country in how life is lived, often with chaotic local lives under a lawful monarchy.

Languages. You can speak, read and write Common.

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Warrior Culture. Childhood in this battle focused culture has left you with sharpened martial skill. You are proficient in the athletics skill. Additionally you are proficient in the Longsword, Spear and Shortsword.

Lalafell

Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread peoples in the world, appearing in every corner of the world. Their diminutive size and generally cheery appearance has allowed the Lalafell to maintain good relations in many cultures present in the world.

Plainsfolk Ancestral Traits

Your Plainsfolk character has a variety of natural abilities, the result of thousands of years of Plainsfolk ancestry.

Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.

Size. Lalafells are a diminuitive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Speed. Your base walking speed is 25ft.

Sharp Hearing. You have advantage on perception checks which rely on hearing.

Lalafellin Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Lalafellin Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Dunesfolk Ancestral Traits

The Dunesfolk settled in the deserts of Thanalan, their bodies adapting to their environment over many generations of life in the heat and sand. Their most distint feature being the film which covers their eyes to protect from the blowing sands.

Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.

Size. Lalafells are a diminuitive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Speed. Your base walking speed is 25ft.

Dustshield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.

Lalafellin Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Lalafellin Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Plainsfolk Cultural Traits

The Plainsfolk are an amiable people who happily host those who come to their homes and lands. The plainsfolk have a storied history which started as a farming society, which expanded into a merchant's society as the Lalafell began to load their ships with their goods and travel the world. These travels would result in developing naval navigation techniques still used today. Many plainsfolk still make their living farming and trading, their rustic hospitality assisting them in their preferred trades.

Alignment. Plainsfolk lean torwards a Good alignment, their culture being a highly welcoming one where anyone has a seat at their table.

Languages. You can speak, read and write Common and Lalafellin.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.

Agrarian Society. Your farming focused roots have led you to a robust knowledge of flora. You have advantage when making Nature skill checks when identifying plants.

Mercantile History. You have proficiency in the Deception skill.

Dunesfolk Cultural Traits

The Dunesfolk share their humble begins with the Plainsfolk, having arrived in the Deserts of Thanalan. Changing the way they live, they turned to animal husbandry, living life nomadically, building their homes on the backs of beasts of burden, traveling around the desert trading with those they encounter. This would eventually lead to the formation of cities in the desert run by merchants and monarchs.

Alignment. Living structured nomadic lives as merchants lead the Dunesfolk to a lawful alignment.

Languages. You can speak, read and write Common and Lalafellin.

Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.

Husbandry. Growing up on the back of beasts have helped you understand how to work You have proficiency in the Animal Handling skill.

Merchantry. Due to the shady deals Dunesfolk merchants are willing to make, you've learned how to swindle people well. You have proficiency in the Deception skill.

Norvrandt Dwarf Cultural Traits

In a parallel world, calling a land called Norvrandt home, the Dwarves of Kholusia were born from the common ancestor with Eorzea's Lalafell. Their culture has developed into one of rough and tumble miners with a penchant for tinkering. They wear masked helmets and large scarves that look like beards. A member of the Dwarves may only remove their helmet and scarf when in the presence of their immediate family. To do so before strangers is to give up one's place amongst the dwarves.

Alignment. The dwarves lean towards a lawful alignment as their tribes strictly follow their traditions and find a role for everyone in their tribe, which they are expected to follow dutifully.

Languages. You can speak, read and write Common and Dwarven.

Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.

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

Stonecunning. 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.

Miqo'te

The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.

Miqo'te Ancestral Traits

Your Miqo'te character has a variety of natural abilities, the result of thousands of years of Miqo'te ancestry.

Age. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.

Size. Miqo'te are a people people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.

Speed. Your base walking speed is 35ft.

Darkvision. Your eyes have adapted to help you see in the dark. 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 colour in darkness, only shades of grey.

Keen Senses. You have advantage on Wisdom ability checks which rely on your sense of smell or hearing.

Seeker of the Sun Cultural Traits

Seeker culture follows their tradition of their tribal lives from the past. Often settled in warm places like the Sagolii desert, the Seekers of the Sun are great hunters. Their tribes are centered around a patriarch known as the Nuhn, who is the only male allowed to breed in the tribe. Other males are known as Tia and either spend their lives serving the tribe, training to try and win a duel and control of the tribe or leaving to start their own tribe as Nunh.

Alignment. Seeker adherence to tradition leaves them leaning towards lawful alignments.

Languages. You can speak, read and write Common and the old Miqo'te tongue.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Hunter Economy. Your life in a hunting tribe has left you with sharp senses. You have proficiency in the perception skill.

Tribal Training. Training within your tribe has left you with experiencing wielding a selection of weapons. You have proficiency in Longbows, Shortbows and Shortswords.

Keeper of the Moon Cultural Traits

The Keepers of the Moon decided to settle in the lush forests of The Black Shroud when they migrated to Eorzea. These people center their tribes around a matriach and highly value the women of their society. Once children become men they are sent out into the world, only visting their tribes for short visits and delivery of their spoils from hunting. Their tribes are often only a cluster of two to three families who hunt together. They worship the Goddess Menphina and before taking part in a hunt or battle, they'll stain their hands with blood and paint their faces with war paint, the blood to show their readiness to die in battle and serve her in the after life. They believe war paint allows them to draw in great lunar power.

Alignment. The Keepers of the Moon also follow a strict traditional code. As such they lean towards a lawful alignment.

Languages. You can speak, read and write Common and and the old Miqo'te tongue.

Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.

Natural Remedies. Life in the forest using natural medicines has granted you thorough medical knowledge. You have proficiency in the medicine skill.

Menphina's Sworn. Your ritualistic practices before battle show your determination in the face of death. You have advantage on saving throws against being frightened.

Roegadyn

The Roegadyn are a people who boast the largest frames of the humanoids in Eorzea, standing tall amongst their neighbours. They hail from the bleak islands of the Northern Empty, their peoples name drawing from this home meaning "People of the Rain." Though many maintained their sea faring culture, some Roegadyn settled in the Abalathian mountains long ago.

Roegadyn Ancestral Traits

Your Roegadyn character has a variety of natural abilities, the result of thousands of years of Roegadyn ancestry.

Age. Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.

Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches talls. Despite your powerful builds and great height, your size is medium.

Speed. Your base walking speed is 30ft.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Toughness. Your hardy build provides you with extra sturdiness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Seawolf Cultural Traits

The Seawolf culture is reflective of the original culture of the Roegadyn. For centuries the Sea Wolves have been some of the most notorious pirates in the world. Adventurous and boisterous, Sea Wolves love seeking out challenges, never backing down from challenges and taking what is theirs. Only in the last century did the Sea Wolves form a union of pirates and form the city-state of Limsa Lominsa, leadership of their city state being decided by a regatta where the captain of the winning ship becomes the leader of the state. At the end of the day, they value strength and skill above all else.

Alignment. The Sea Wolves lean towards a chaotic alignment, being a loosely unified front of pirates, many still value their personal freedoms.

Languages. You can speak, read and write Common and Roegadyn.

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.

Brave. You high risk life style has given you a strong heart. You have advantage on saving throws against being frightened.

Sailor's Swimming. Life on ships and in maritime areas has made swimming a natural act for you. You have advantage when making Athletics (swimming) checks.

Hellsguard Cultural Traits

The Hellsguard settled in the high peaks of the Abalathian mountains. They draw their name from the area they settled their first tribes, on volcanos. They believe that volcanos are the gates to the underworld and find it is their sacred duty to guard these gates and prevent the souls of the dead from returning to the world of the living. Often times only the first born of a family is permitted to stay on the mountain, further children being sent off to the cities away from their tribal homes. Many Hellsguard partake in firewalking at a young age to help cultivate powers of mysticism, granting them great magical aptitude. They also have a strong distaste for sciences like Alchemy, viewing them as dark arts.

Alignment. The Hellsguard are a people who stay true to many of their cultural traditions. This credence to tradition they keep leaves those who grow up as Hellsguard to lean towards a Lawful alignment.

Languages. You can speak, read and write Common and Roegadyn.

Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.

Magical Knowledge. Training in magical arts from a young age has granted you occult knowledge. You gain proficiency with the arcana skill.

Warden's Eye. Your strict training and sense of the world has improved your intuition. You gain proficiency with the Insight skill.

Viera

The Viera are a beautiful and mysterious folk, shrouded in mystery as many spend most of their lives in the Woodlands they call home. Their tall, slender bodies adorned with rabbit-like traits creates an air of grace amongst them. Though there are multiple Viera tribes out in the world, most follow the same code across their homelands.

Viera Ancestral Traits

Your Viera character has a variety of natural abilities, the result of thousands of years of Viera ancestry.

Age. The Viera are some of the longest lived races in the world. They reach physical maturity at the age of 18, but can live for up to 200 years old. They consider old dage amongst their people to start around 180 years old.

Size. The Rava are tall and lithe people who reach an average height just over 6ft. tall, while the Veena are shorter, with an average height around 5ft. 8 inches tall. Your size is medium.

Speed. Your base walking speed is 30ft.

Lapine Leap. Your rabbit like legs provide you with great jumping ability. Your maximum high jump and long jump distances are 10ft. higher or longer than how it would be normally calculated.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Relentless Endurance. Your ferocious nature in battle is inlaid in your Viera heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Viera Cultural Traits

The Viera follow a set of laws known as The Green Word. Their culture is purely matriarchal, the males only being allowed to enter their villages for breeding purposes. The males as such are highly aggressive and predatory, acting as unseen defenders of the woods they call home. The women and children make up their well hidden villages in the Golmore Jungle and the Skatay Range. The woman of Viera culture are just as dangerous as their male counter parts, viewing any outsiders as potential threats. They act as wardens and keepers of the forest, maintaining their sacred forests with pruning and pest control, along with punishing any invaders. Once a Viera chooses to break the Green Word and leave their home, they to are considered to be an outsider and will not be welcomed back.

Alignment. The strict Green Word that the Viera abide by leave them leaning towards lawful alignments.

Languages. You can speak, read and write Common and Viera.

Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.

Prolific Protectors. Your dangerous reputation and experience as a guardian has taught you how to enforce your will on others. You have proficiency in the Intimidation skill.

Wardens of the Wood. Your time maintaining the sacred forests you call home has given you great knowledge of the natural world. You have proficiency in the Nature skill.

Mixed Ancestry and Personalized Culture

Loosening the strictness of race, splitting it into two elements: ancestry and culture, leaves room for much customization in character creation. Though there are rules around this covered in Ancestry & Culture An Alternative to Race in 5e I will not divulge them here as its really not my place to share their work in this manner, instead strictly sticking to my own races with their process.

Thank You

Thank you for checking out my work. I felt that this was an important document to create in support of the movement to make table top gaming more inclusive for those who may have experienced discrimination based on race in their real lives. I hope that this document helps alleviate some of those issues for you at your own game tables.

Get out there and have some fun!

Ancestry

And

Culture

Tabletop gaming is growing, reaching many audiences across many different walsks of life. This has created a need to alter the way we think about key components of our games as Dungeons and Dragons is reaching an ever growing audience.

This book is an experiment in support of creating more inclusive experiences for the players at your table, while offering more robust character creation options at the same time.

So whether you aim to make players feel more welcome in your game, add a more diverse take on the world or just want to use this for fun, please enjoy!

The resource which inspired this project is Ancestry & Culture An Alternative to Race in 5e published by Arcanist Press.

 

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