Human

Basic Information

Defined by their diverse heritages, humans display remarkable creativeness, adaptability, and diversity of talents. Humans can be found wherever people of multiple races gather, making them the most prominent people in almost every city.


Half-Human Races
The half-human races are people of diverse ancestry who nevertheless have predominant heritage from a particular group. Most often, half-humans are born from two half-humans of the same race, or from a human and non-human parent. The subpages of this page are half-human races.


Relations of other Races
Description


Physical Appearance
Humans have varied appearances. Their skin can range from shades of pale white to deep black to rich browns, their hair comes in a wide variety of textures and natural colors, and their builds vary far more than most races.

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Racial Traits

Ability Score Increase
Your ability scores each increase by 1.

Creature Type
You are Humanoid (Human)

Age
Humans reach adulthood in their late teens and live less than a century.

Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed
Your base walking speed is 30 feet.


Human Training (Homebrew Addition)
You learn one skill of your choice.

Heritage (Homebrew Addition)
Your unique heritage has given you a few unique traits. You can select one of the options below, depending on who your ancestors were.

  • Magic Touched Heritage. Your people are gifted with magic. You learn one cantrip of your choice.

  • Night Walker Heritage. Your people were well suited to navigating the nights of En. You have Darkvision, meaning you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

  • Warrior Heritage. Your ancestors were skilled combatants. Your unarmed strikes deal 1d6 bludgeoning damage, and you learn one additional simple and one additional martial weapon proficiency of your choice.

  • Water Dweller Heritage. Your ancestors dwelled in the oceans, lakes, and rivers of En. You have a swim speed equal to your walking speed, and can breathe both air and water.

  • Well Trained. Your people have taught you the skills they have used to survive, or perhaps you journeyed the land to better understand others' cultures. You learn one additional language, skill, and tool or weapon proficiency of your choice.

Optional Feature: Dark Heritage (Homebrew Addition)
If you are a human of The Underdark, descended from the sun-sensitive people of En, you have likely inherited both their Superior Darkvision and Sunlight Sensitivity. You gain both of the following features.

  • Superior Darkvision
    Your darkvision has a radius of 120 feet.

  • Sunlight Sensitivity
    You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Variant Human Rules (Homebrew Alteration)

These variant traits replace the human's Ability Score Increase and Heritage trait.

Ability Score Increase
Two different ability scores of your choice increase by 1.

Feat
You gain one Feat of your choice.

Languages (Homebrew Alteration)
You can speak, read, and write Common and two extra languages of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.

Myths and Lore

Creation Myth
As the world settled, communities formed consisting of races from all walks of life. And as people lived together, relationships formed, and new families were created whose children were of new races. And from those families, new families with new children of new races.

Humans are the result of these diverse backgrounds. Regardless of their particular ancestry, a child who can trace their origins back to at least three or four different races is almost guaranteed to display the diverse traits of humans. A few variations of humans exist, which appear when these ancestors all have some defining trait in common, such as water breathing or superior darkvision.