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Culture & Physiology: Pick-a-Path Races for Dungeons & Dragons Fifth Edition

Culture & Physiology ver. 3

Culture & Physiology ver. 3 published on No Comments on Culture & Physiology ver. 3

Culture & Physiology 3.0

Our next splatbook is going to be a document for expanded weapons feats. the working title is “Keelie’s Guide to Fucking Shit Up” but I might rein that in a bit. In the meantime, I am still tweaking Culture & Physiology, so here’s a new version of it:

https://shop.yesthievescan.com/product/culture-physiology-pick-a-path-races-for-dd-5e/

Patch Notes:
Nerfed traits that grant spells, bringing them in-line with the core rulebook tiefling.
Moved the cantrip to a new trait.
Buffed Pack Instincts to better clarify its mechanical role.
Added clarity to and renamed “Other.”
Nerfed Deep Cultural Hatred; it was too strong in actual play. I now understand 5e’s mechanical problem with the ranger’s “Favored Enemy” feature. I might change this to “reroll missed attacks one time versus this enemy” instead of extra damage as I test that feature.
There may be other changes I am missing.

I have been calling this 1.0, 2.0, 3.0 in the title of this instead of the actual patch number, which is 1.1.0. – I think it’s a little clearer to people that this is the 3rd release of a thing that way, but for my internal use, I strongly prefer semantic versioning.

Culture & Physiology: Pick-a-Path Races for Dungeons & Dragons Fifth Edition

Culture & Physiology: Pick-a-Path Races in D&D 5e

Culture & Physiology: Pick-a-Path Races in D&D 5e published on No Comments on Culture & Physiology: Pick-a-Path Races in D&D 5e

Meant to replace the race feature of a D&D 5e character, this module allows players nearly infinite possible ways to create balanced homebrew races.

More than that, though, it allows players and DMs to have conversations about the mechanics of their game world. For example, in a campaign world that is all human, players can decide what physical and cultural attributes make their human distinct from all the others. Weapons training? Magic training? A beefy build? Mechanics usually gated behind non-human races are suddenly available to players in a restricted campaign setting. Everyone in the party can be human and still mechanically distinct.

Likewise, in a setting with no limits on race, this splat book allows players to let their imaginations take control of character creation. Cactus-folk? Done. Half-tarrasque, half-ochre jelly? Done.

This is a slender book at 4 pages, with easy-to-follow instructions that fit the spirit of Dungeons & Dragons 5th edition’s simplicity.

Follow the link below to grab the PDF. It’s Pay-What-You-Want, so help yourself.

Culture & Physiology: Pick-a-Path Races for D&D 5e