Setting Specific Homebrew
Races
Instead of taking the bonus feat granted to humans, you can instead take one of the following:
Winterlands Human
Growing up in the Winterlands has made you extremely tough, able to brave not only the cold temperatures, but the harsh conditions of the Falcon Rebellion. You gain the following benefits:
The first time you fall to 0 hp, you instead drop to 1 hp. You cannot use this feature until you finish a short or long rest.
You do not suffer the negative effects of non-magical cold temperatures.
You gain proficiency in one heavy or two-handed weapon of your choice.
Wildwood Human
Growing up in the Wildwoods has made you an expert hunter and tracker. People from the wildwoods are often below average height, but of a light build, allowing them to track their prey quickly and quietly. You gain the following benefits:
Your walk speed increases by 5 feet.
You have advantage on survival checks that use wisdom to track creatures.
You do not suffer disadvantage for shooting a bow within five feet of an enemy.
Spire Human
You have ancestors from long ago that used to live in The Spire before it was destroyed in the War of the Fallen Angel. Those that descend from people in The Spire often have a natural affinity for magic, whether they choose to pursue it or not is up to them. You gain the following benefits:
You learn one 1st level spell and a cantrip from the wizard spell list. You cast those using intelligence as you spellcasting ability modifier. You can cast the 1st level spell once before needing to take a long rest, unless you have spell slots to cast it with.
Once per long rest, you can give yourself advantage on a saving throw imposed by a magical effect or spell.
Roselands Human
You grew up in the Roselands, a land of prosperity and plenty. You gain the following benefits:
As a bonus action, you can regain a number of hit points equal to your proficiency bonus + your constitution modifier. Once you use this feature, you must finish a short or long rest.
You can give yourself advantage on a speech check to persuade someone of something. You can do this once per short or long rest.
You gain proficiency in the nature skill.
Golden Coast Human
You grew up in the Golden Coast, a land of knowledge and discipline. You gain the following benefits:
You gain two additional languages
You gain 1 additional skill proficiency
You may pick two 1st level maneuvers from any maneuver category. You gain 2 exertion points if you don't have any, or if you do already have them, you gain +2 to your max exertion points.
Dunelands Human
The Dunelands is a land of sand and extreme heat. Growing up there has given you the following benefits:
You no longer suffer the negative effects of non-magical extreme hot temperatures
Your thrown weapons return to you after you throw them, as they are on a hook and chain
You can use your bonus action to ignore rough terrain imposed by natural ground.
Bleakwater Human
The Bleakwater is a bleak and desolate environment, often getting no light and suffering through the murky swamp for survival, you gain the following benefits:
You gain darkvision out to 20 feet.
You gain a swimming speed equal to your speed.
You gain resistance to acid damage.
Western Continent Human
The Western Continent is a land still full of areas to explore and chart, and the humans that survive there must be crafty in order to do so. You gain the following benefits:
You have advantage on saving throws against being frightened.
When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. You do not recharge your inspiration point back if you replace the 1 with the new roll. This can be used once per long rest.
You can move through allies spaces without spending any extra movement.