Region
Regions are special modifiers that are acquired by a race relative to where they evolved from or later adapted to.
Stat Adjustments Table
| Subtype | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Desert | +1 | +1 | +1 | |||
| Volcanic | +1 | +1 | +1 | |||
| Moutain | +1 | +1 | +1 | |||
| Swamp | +1 | +1 | +1 | |||
| Underwater | +1 | +1 | +1 | |||
| Forest | +1 | +1 | +1 | |||
| Underground | +1 | +1 | +1 | |||
| Coastal | +1 | +1 | +1 | |||
| Plains | +1 | +1 | +1 | |||
| Tundra | +1 | +1 | +1 |
Desert *
Forged under relentless sun and sparse rains, this race’s mastery of desert life grants profound resilience and resourcefulness. Adapted for survival in vast, scorching landscapes, their skills encompass finding hidden water, navigating trackless dunes, and thriving amid extremes—transforming adversity into ingenuity. Their culture emphasizes endurance, adaptation, and keen observation, enabling them to flourish where others might never last a day.
IP |
Benefit |
|---|---|
| 0 | Level 1 trained in Survival (desert) |
| 0 | Never suffer disadvantage/penalties from extreme heat* |
| 0 | Find water in arid environments with a successful Survival check (needs 1 hour of effort) |
| 0 | Move at full speed over sand; unaffected by difficult desert terrain (soft sand, dunes, etc) |
| 2 | Immune to natural dehydration, sunstroke, and heat exhaustion |
| 2 | Blend into desert terrain: +2 to Stealth while in sand, rocky, or scrub regions |
| 2 | When travelling in the desert, group requires only half normal food and water |
| 1 | +2 to Survival when foraging/traveling in desert climates |
| 1 | Detect natural shelters, oases, or safe resting sites two times more easily (DM’s discretion) |
| 1 | Advantage/+2 to Perception (spotting movement) in open, sunlit terrain |
| 1 | Track other desert-dwellers (including animals and travelers) in sand with +2 bonus |
| 1 | +2 to Endurance/Fortitude checks vs. fatigue or thirst |
| 1 | Can ‘read’ shifting sands for hazards, ambushes, or buried objects (Perception +1) |
| 1 | Camouflage yourself using sand/clothing: +1 Defense (AC) 1/rest, lasts 10 min |
*Exceptions: magical or utterly unnatural heat sources still apply standard effects unless otherwise protected.
Volcanic *
This race hails from the tumultuous lands of fire and stone—towering volcanoes, rivers of lava, and fields rich with obsidian and ash. Their lives are forged by hardship and resilience, but also by the bounty of fertile soils, unique minerals, and the radiant power from below. Hardened by eruptions and earthquakes, these people thrive in extremes, mastering the fire-born resources and drawing strength from the very heart of the world.
IP |
Benefit |
|---|---|
| 0 | Resistance 2 to fire damage |
| 0 | +2 to Survival checks in hot/arid or volcanic terrain |
| 0 | Gain basic mineral/ore-finding sense; notice recent volcanic activity automatically |
| 2 | Immunity to natural environmental hazards from heat, smoke, and ash (not magic, not lava) |
| 2 | Once per day, cause the ground to tremble (DC 13 Balance/Reflex or prone, 10 ft. radius) |
| 2 | +1 to spell and weapon damage when on natural stone/lava ground |
| 1 | +2 to Craft checks using volcanic minerals (obsidian, basalt, etc.) |
| 1 | Spend half time to dig, mine, or shape volcanic stone |
| 1 | +1 to Intimidate checks when referencing volcanic origins |
| 1 | Weapons/tools crafted from volcanic stone gain +1 to hit or break DC |
| 1 | Know the timing and signs of impending eruptions or earthquakes (auto-spot basic clues) |
| 1 | Ignore up to 5 ft. of difficult terrain caused by uneven rock or cooled lava |
| 1 | Once per day, endure extreme heat for 10 minutes (no ill effects, even in lava adjacency) |
Moutain *
A realm of towering peaks, harsh winds, and treacherous elevation, the mountainous region shapes its people into resilient survivors and master navigators. Constant exposure to cliffs, tunnels, and frostbitten wind toughens the body and sharpens the eyes. Here, communities dwell in fortified enclaves, thriving on mineral riches, narrow passes, and unique flora and fauna. The skills and instincts gained in such heights confer powerful advantages on both everyday life and in times of crisis.
IP |
Benefit |
|---|---|
| 0 | Ignore difficult terrain caused by rocks and elevation (walking/climbing, not running) |
| 0 | Level 1 trained in Climb, Survival (mountain), or Endurance (choose one) |
| 0 | Resist environmental cold (treat cold/weather as one step less severe) |
| 0 | Sense avalanches/rockfalls in time to grant party a +2 on related Reflex (avoid) checks |
| 2 | Natural climber: gain a climbing speed (15 ft or 1/4 normal) in mountain terrain |
| 2 | +2 Defense (AC) from attacks by non-mountain creatures when above them (higher ground) |
| 2 | Take half damage from natural falls and rockslides |
| 1 | +2 to Survival checks related to foraging, navigating or sheltering in mountains |
| 1 | +2 to Climb or Athletics when on rocky surfaces and ledges |
| 1 | +2 to spot ambushes, wildlife, or hazards in mountain settings |
| 1 | Gain limited darkvision/low-light vision in caves or twilight** |
| 1 | +1 to Stealth, Perception, or Initiative in mountain terrain (choose one at creation) |
| 1 | May move across loose scree, snow, or narrow ledges without penalty (no extra balance) |
| 1 | Find/know hidden paths, shortcuts, or safe routes in familiar mountains (auto once/session) |
“Limited darkvision/low-light vision”: If the system uses darkvision: grant 30 ft. Darkvision, else: ignore light penalties in mountain caves or twilight.
Swamp *
Emerging from the challenging depths of vast swamps, this race developed to thrive amid sodden grounds, tangled roots, and a humming tapestry of life both strange and dangerous. Swamp origins have imbued them with remarkable adaptability—keen survival instincts, expertise in stealth and ambush, as well as a unique resistance to toxins, diseases, and the mire’s many perils. Their resourcefulness echoes through a culture adept at harnessing herbal lore and maneuvering in labyrinthine backwaters, making them unmatched survivors of the wetlands.
IP |
Benefit |
|---|---|
| 0 | Level 1 trained in Survival and Stealth in swamp or marsh environments |
| 0 | Ignore movement penalties in difficult terrain caused by mud, thick vegetation, or shallow water |
| 0 | +2 to checks to identify swamp plants, animals, or threats |
| 0 | Light sources are not hampered by fog/mist in swamps (yours or party’s immediate area only) |
| 2 | Gain resistance or advantage (+2 bonus) vs. natural poisons/diseases common to wetlands |
| 2 | Swim speed equal to base land speed OR move at full normal speed through swampy terrain |
| 2 | Become invisible in heavy fog or undergrowth for 1 round/short rest (as disappear effect; requires Stealth roll) |
| 1 | +2 to Survival or Stealth checks in swamps/marshes (choose one per application) |
| 1 | +2 to checks to forage for food, water, and medicinal herbs in wetlands |
| 1 | +1 to attack rolls when ambushing creatures in swampy or obscured environments |
| 1 | Hold breath 2x longer; advantage on swimming or resisting constriction in water |
| 1 | Detect quicksand, deep mud, or hiding animals in swamps without risk (auto once per session) |
| 1 | Craft simple swamp-specific gear (bog shoes, reed canoes, water filters, blowguns, etc.) |
| 1 | +1 to saves vs. confusion/fear caused by unnatural swamp phenomena or haunting mists |
Underwater *
A submerged world of currents, deep trenches, and vibrant aquatic ecosystems. This region's denizens excel in aquatic navigation, survival, and warfare, their societies honed by constant pressures of depth, tides, and interaction with underwater wildlife. Adaptation to these realms means rare skills in movement, perception, and thriving where surface dwellers face grave peril—making them uniquely positioned to exploit the ocean’s mysteries and defend against intrusion from above.
IP |
Benefit |
|---|---|
| 0 | Breathe water indefinitely (via gills/natural adaptation) |
| 0 | Swim speed equal to base land speed (may use as primary movement underwater) |
| 0 | Level 1 trained in Survival (underwater environments) |
| 0 | Level 1 trained in Navigation (aquatic & currents) |
| 2 | Blindsense 30 ft. in murky water or darkness when submerged |
| 2 | Immunity to natural cold/pressure of ocean depths |
| 2 | +2 to all Attack rolls made underwater |
| 1 | +2 to Stealth while submerged |
| 1 | +2 to Perception checks to detect underwater hazards, creatures, or terrain features |
| 1 | +1 to all social checks with aquatic or amphibious creatures |
| 1 | Swift Swimmer: Double swim speed for 1 minute, 1/rest |
| 1 | +2 to Craft checks involving aquatic materials (coral, shells, kelp, etc.) |
| 1 | +1 to avoid entanglement or grapples in aquatic combat |
| 1 | Track by scent or trail underwater as if on land (normal for this region) |
Forest *
Dense woodlands shape the very heart of this race’s homeland—providing shelter, bountiful resources, and a deep spiritual bond with nature. Navigating the labyrinth of towering trees grants unique skills, keen senses, and tuned intuition, while wildlife and plants sustain both everyday living and ancient traditions of stealth, healing, and craftsmanship. Lifelong adaptation to the forest means resilience, adaptability, and a respect for the wild woven into every aspect of their society.
IP |
Benefit |
|---|---|
| 0 | Level 1 trained in Survival when in forest terrain |
| 0 | Level 1 trained in Stealth specifically for moving through dense undergrowth |
| 0 | Can always find edible plants and clean water in woodland |
| 0 | Reduce penalties from natural concealment (cover, foliage) by 2 |
| 2 | Move through non-magical natural forest terrain at normal speed (ignore rough terrain) |
| 2 | Gain +2 to Defense (AC) from ranged attacks while in a forest or dense foliage |
| 2 | Camouflage: Gain advantage (or reroll 1 failed check) once per session when hiding |
| 1 | +2 to Survival or Stealth checks in forested environments |
| 1 | +2 on Perception checks to detect hidden creatures or natural hazards in forests |
| 1 | +2 to Craft (bows, fletching, wooden tools, or herbal remedies) in a forest setting |
| 1 | Treat forest weather/effects as if one step less severe |
| 1 | +1 bonus to resist tracking or scent-based detection in woods |
| 1 | Receive basic warnings/signals from woodland fauna about danger (GM discretion, 1/rest) |
Underground *
Deep beneath the world’s surface, this race evolved within a sprawling network of dark caves, labyrinthine tunnels, and cavernous halls glittering with mineral riches. Their society—shaped by shadow, stone, and secrecy—has mastered the challenges of perpetual night, unfamiliar terrain, and the complex ecology of the underworld. They thrive in the absence of sunlight, expertly navigating silent passageways, mining with precision, defending strongholds carved from living rock, and forging secret paths unseen by surface dwellers.
IP |
Benefit |
|---|---|
| 0 | Level 1 trained in Underground Navigation and Stonecunning |
| 0 | See in total darkness up to 60 ft (Darkvision); cannot discern color in darkness |
| 0 | +1 to Stealth checks made underground |
| 0 | Identify natural stone or underground hazards with a basic check |
| 2 | Tremorsense 30 ft (detect ground movement or burrowing creatures) |
| 2 | +2 to Perception checks while in caves or tunnels |
| 2 | Reduces penalties for moving in non-magical darkness |
| 1 | +2 to checks for tracking, survival, or resource gathering underground |
| 1 | +2 to notice hidden passages, secret doors, or concealed traps in stone |
| 1 | Move at full speed while using Stealth in caves or tunnels (if not lit) |
| 1 | +1 on Mining, Appraise (gems/minerals), or Engineering (underground) checks |
| 1 | Ignore first 10 ft. of difficult terrain caused by rubble, loose earth, or slopes |
| 1 | Quickly adapt vision after sudden changes in ambient light (no Dazzle/Stun) |
| 1 | Half food/water needs when in a familiar underground environment |
Coastal *
A dynamic borderland where the solid earth meets the restless sea, shaped by tides and salt spray, the coastal region imbues its people with the hardiness of sailors, the adaptability required for fishing and trade, and an ingrained understanding of shifting boundaries. Reliant on both the bounty and the dangers of the ocean, coastal societies develop unique skills of navigation, storm survival, and resource gathering, setting them apart as masters of the littoral zone and seaborne commerce.
IP |
Benefit |
|---|---|
| 0 | Level 1 trained in Swim and Navigation (coastal & maritime) |
| 0 | Begin play with basic mariner’s gear (such as a net, fishing knife, and small skiff) |
| 0 | Breathe easily in high-salt, damp, or briny air (minor resistance to sea-sickness) |
| 0 | Identify edible sea life and safe pathways in tidal flats (no check in normal season) |
| 2 | Swim at normal walking speed, ignore rough water movement penalties |
| 2 | Gain advantage, or +2, on saving throws vs. drowning and waterborne hazards |
| 2 | +2 to all checks to forecast weather or spot offshore dangers |
| 1 | +2 to Survival checks for fishing or foraging coastal food |
| 1 | +1 to Navigation, Sense Direction, or Water Vehicles when in view of the coast |
| 1 | Move an additional 10 ft./turn in shallow water |
| 1 | +1 to Stealth or Escape checks using beach/estuaries for cover |
| 1 | Once per session, calm minor sea creatures or distract them with local knowledge |
| 1 | Ignore disadvantage on ranged attacks from wind or sea spray in coastal weather |
Plains *
The boundless plains shape this race into resilient survivors, skillful hunters, and tireless travelers. Open horizons demand acute awareness and adaptability: wide pastures foster mounted expertise, wind-swept expanses sharpen senses, and the epic migrations of herds birth a deep connection to nature’s cycles. Life on the plains imparts a culture of swift mobility, keen observation, and communal vigilance—instilling unique advantages in travel, combat, and survival across the open world.
IP |
Benefit |
|---|---|
| 0 | Level 1 trained in Survival (plains/grassland) |
| 0 | Gain +1 to Perception checks to notice danger in open terrain |
| 0 | Level 1 trained with Ride or Handle Animal |
| 0 | Bonus proficiency with one riding beast (choose horse, bison, antelope, etc.) |
| 2 | +2 to all Survival and Ride checks while on plains/grassland |
| 2 | Travel 25% faster over open terrain (plains, steppe, savanna) |
| 2 | Gain Evasion (once per long rest, avoid AoE danger with successful Dexterity/Reflex save) |
| 1 | Master migrator: Camp setup/breakdown takes half time |
| 1 | Move-and-attack: -1 penalty when firing or throwing weapons while riding/running |
| 1 | Weatherwise: +2 to initiative and checks (Perception/Survival) to predict storms/weather |
| 1 | +2 to checks to find, follow, or hunt migratory herds |
| 1 | Ignore up to 2 points of difficult terrain per day (unless magical/barrier) |
| 1 | Once per session, spot distant danger (approaching group, fire, etc.) up to 5 miles away |
| 1 | +2 to Convince or Intimidate while in open fields (projecting ‘hunter’s dominance’) |
Tundra *
A frozen, treeless plain where permafrost dictates the sparse but resilient life. Inhabitants of the tundra have mastered adaptation to the biting cold and open landscapes, cultivating keen senses, endurance, and ingenuity to survive the relentless elements, scarce resources, and far-reaching horizons.
Their culture is shaped by migratory traditions, keen awareness of subtle environmental changes, and practical methods to glean the most from the bitter land.
IP |
Benefit |
|---|---|
| 0 | Resilience to cold: Gain resistance or +2 to saves vs. environmental cold and cold damage |
| 0 | Level 1 trained in Survival (cold/arctic) |
| 0 | Can always find basic shelter and locate non-frozen water in arctic or tundra environments |
| 0 | Ignore penalties from snow glare or whiteout by instinct |
| 2 | Immune to natural cold (cannot be harmed by mundane exposure, frostbite, or chill winds) |
| 2 | Double movement speed across snow and ice (not magically deep/impassible) |
| 2 | Gain low-light vision (or expand it one step) in snowy/low-light or aurora-lit conditions |
| 1 | +2 to Survival checks in cold climates |
| 1 | +2 to Spot/Perception in snowy or open terrain |
| 1 | Treat heavy furs/light furs as providing one category higher protection against cold |
| 1 | No penalty to ranged attacks or tracking due to wind or falling snow |
| 1 | Gain camouflage: +1 to stealth in open tundra or snowy landscapes |
| 1 | Once per session, can unearth caches of edible roots/frozen stores in tundra terrain |
| 1 | +2 to resist fatigue or exhaustion from long marches or rapid weather changes (tundra only) |