Skill Proficiencies – Athletics (blacksmiths are strong, yo), Persuasion

Tool Proficiencies – Smith’s tools, Tinker’s tools

Equipment – A set of smith’s tools, a set of tinker tools, and a favorite toy weapon

Feature – Forging Friendship:  Weapons and armor are essential parts of life in this world, especially on the road.  When you happen across another caravan, or meet a smith in town, you may exchange your work for opportunities, which money may not have been able to bring to light.



Skill Proficiencies – Arcana, Medicine

Tool Proficiencies – Alchemist’s supplies, Herbalism kit

Equipment – A set of Alchemist’s supplies, an herbalism kit, several empty glass bottles, and your last attempt at brewing a potion (roll a d4 when consumed.  A 1 deals 2 points of damage to the consumer, a 2 heals 1 point of damage, a 3 heals 2 points of damage, and a 4 heals 3 points of damage)

Feature – Oddity:  Your time working in alchemy has given you an bit of insight into the realm of magic, miasma, and the mysterious.  With your DM, decide upon the nature of this discovery.


Skill Proficiencies – Deception, Persuasion

Tool Proficiencies – One type of gaming set, jeweler’s tools

Equipment – A purse containing 30 GP, A large sack or backpack for holding wares, and a set of fine clothes

Feature – Everything but the kitchen sink:  You have a keen eye for anything that might sell.  Sometimes, this works out in your favor, but other times it does not.  To this end, you have an assortment of odd little trinkets (pretty stones, mostly broken equipment, etc.) which you’ve yet to be able to sell.

Family Trades

In the original game, a new player character would select a family trade in addition to a tribe.  This trade would determine who populated the village of Tipa, where all player characters originate, as well as provide several bonuses- such as a discount at the family store, or special gifts if the player got along well with their family.  For our purposes, family trades will function as additional backgrounds for character creation.


Lilties  are most common in the Vale of Alfitaria, named for the capital of their once great empire, which even in modern times stands as a testament to their power.  Lilties are strong and steadfast, and are known as much for their pride and temper as for their skill in battle.

Lilties as a playable race

+2 STR

+1 CHA

Short, but Stout:  Your speed is not reduced by wearing heavy armor

Remnants of the Empire:  The world still remembers the power of the Lilty Empire, you have proficiency in the diplomacy, persuasion, and intimidate skills

Strength of Arms: Lilties are well known for their combat prowess.  You gain proficiency with 3 martial weapons of your choice.  In addition, whenever you score a critical hit with a weapon you are proficient in, you may roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.


Yukes are an enigmatic and reclusive tribe.  Hailing from Veo Lu in the north, they reside mainly in the city of Shella, where they study magic extensively.  They live out their whole lives in specialized armor, supposedly to augment their magical abilities.  Whether they have a true physical form, or simply create one with their power, only the Yukes themselves know, and they aren’t telling.

Yukes as a playable race

+2 INT

+1 WIS

Strange Physiology: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead as you fade away from the physical world to avoid a mortal blow. You can’t use this feature again until you finish a long rest.

Living Armor:  Living in a metal frame has given you a solid sense of what it means to move around with armor.  You gain proficiency in light and medium armor.

Magical Prowess:  Yukes are famed for their spellcasting ability, and even children are capable of manifesting some form of magic.  You know the prestidigitation cantrip.  Once you reach 3rd level, you can cast the magic missile spell once per day at second level.  Once you reach 5th level, you can also cast the invisibility spell once per day at second level.  Intelligence is your spellcasting ability for these spells.


Selkies were once a nomadic people, driven from their original lands long ago by the Lilty Empire.  Nowadays, however, they have found a new home in the southern island chains of Kilanda and Lynari.  Quick on their feet and with their tongue, they have a reputation for being tricksters and thieves, though many have overcome this stigma to become model members of society.

Selkies as a playable race (basically wood elves with different skills)

+2 DEX

+1 CHA

Band of Thieves: Selkies who were driven from their home long ago made a living as thieves and bandits.  Those times may be over, but the skills are still taught today.  You have proficiency in the stealth and sleight of hand skills

Fleet of Foot: Selkies move with precision and grace, no movement is wasted when they decide to take action.  Your base walking speed increases to 35 feet

Hidden Talent: Selkies have a long history of skilled stealth, which can be used for good or for ill.  You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Skirmisher’s Proficiencies:  You have proficiency with shortsword, blowgun, shortbow, and longbow


The most humanlike of the four tribes, Clavats came from the Fields of Fum, on the western continent of the world.  They are loyal and steadfast folk, known for their hardworking nature, and emphasis on unity.  Clavats, more than any other race, are welcome around the globe.

Clavats as a playable race

+1 CON

+1 STR

+1 WIS

People of the Land:  Clavats work diligently, and live closely with the land.  You have proficiency in the nature and survival skills

Defensive Masters:  Clavats are better known for their skill in protecting their allies than dispatching foes.  You gain proficiency in shields.  In addition, you gain the ability to call your foes’ attention to yourself as a bonus action during your turn.  If you do, impose disadvantage on foes who attack your allies for one round.  In exchange, all attacks made against you in that round gain advantage.  This ability does not work on creatures which are incapable of hearing, but does work  even on those who cannot understand you.  You may use this ability once per short rest.

The 4 Tribes

In the world of Crystal Chronicles, society is composed of 4 “tribes” which function like races in traditional fantasy settings.  The 4 races are: Clavats, Selkies, Lilties, and Yukes.  Most of the world is divided among them, with each tribe claiming their own area of the game.  However, they get along well for the most part, and there are many towns where all 4 tribes live together.  In terms of the conversion to Dungeons and Dragons, these 4 tribes will compose the playable races, and more information can be found in an individual post about each one.


Welcome to Crystals and Chronicles!  This blog is a place for me to show the world the progress that my friends and I have made towards creating a campaign setting for Dungeons and Dragons 5th edition based on the Gamecube game Final Fantasy:Crystal Chronicles.  My hope is that other fans of the game will be able to use this setting for their own games, and spread a love for this world to many more people.