These replace the entries in the PHB (or other sources) entirely, but use of them is optional. Region of origin refers to Player Option--Regional Backgrounds.

This is an optional document that players can use if they choose. This is in addition to the regular background and helps me better pin a character to the world.

Pick a region allowed for your race. You gain proficiency in the item listed under common proficiency and one of the other listed proficiencies of your choice. If you already have proficiency in the common item from your race or background, you gain proficiency in the item listed after the slash instead. If multiple are listed for a category, choose one. Races are listed in order of prevalence in the region. Sub-race notations in parentheses refer to the ones listed in Player Option--Variant Races.

Not all dragons are intelligent, powerful, elemental creatures. Some were hit especially hard by the shattering of their sorcery at the end of the 1st Age, becoming little more than animals. Dangerous animals to be sure, but still beasts. Squat and bulky, with thick necks and short muzzles, they move in small flocks (called "raids") and eat whatever they can. They are most associated with the jungles north of the Stone Throne, but they are found elsewhere (such as in the southern Lost Cost and the Island of Beasts). They are the drakes (sometimes called proto-drakes).

Each region of the Federated Nations is unique--characters that come from each region pick up certain cultural traits in addition to their racial, class, and backgrounds.

Every player character gets one of these for free at character creation in addition to the regular background features.

This is the first appendix for creating custom monsters. It covers commonly found traits.

Creature Creation, Part 0: Introduction

Creature Creation, Part 1: CR

Creature Creation, Part 2: Modifications

Creature Creation, Part 3: From Scratch

Monster Traits

This section reviews the various traits and features found in the DMG, the MM, and VGtM. They are categorized into two major groups--those that affect CR calculations directly and those that do not. Spellcasting, both innate and from spell slots, is reviewed separately as it is complicated.