Cultural Weapon Groups

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This section presents cultural weapon proficiency groups – weapons that are related to each other because they are commonly used in the same culture or area. They are grouped by common background – Chultan tribal weapons, Waterdavian weapons and the like. Some are regions are closely linked to a race – such as Cormanthor, or The Great Rift, and as a result feature many weapons closely associated with them.

Weapon Group Affinity

All characters start play having affinity with the cultural weapon group of their home region (a strong cultural and historical connection forming part of one’s identity). The character is encouraged to choose their starting weapon proficiencies from that cultural weapon group.

In addition to the groups described below, there are also two new Cultural Fighting Styles available here.
Although Fighters are proficient with all weapons, they still choose a cultural weapon group with which they have affinity. This is relevant if the warrior wishes to take Cultural Fighting Styles.

Every 3 levels, they can gain affinity with another cultural weapon group at no cost, with the DM’s approval. The character needs to have been exposed to or established some connection with the culture in question through play.

A character can also gain affinity with a cultural weapon group by spending a weapon proficiency slot, if they feel they need more options.

Since cultural groups have a lot of overlapping weapons, familiarity with weapons in the same group only extends to those groups the character has Affinity with.

NORTHERN FAERUN
SOUTHERN FAERUN
WESTERN FAERUN
EASTERN FAERUN
THE SEA OF FALLEN STARS
THE UNDERDARK
KARA TUR

Cultural Weapon Groups

Forgotten Realms: Birthright Avanpallandt