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Human

Traits

  • Ability Score Increases: +1 Any Ability
  • 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.
  • Languages: You can speak, read, and write Common and two other languages of your choice.
  • Origin Town: Crownworth, Farris, or Isperia

Miscellaneous Experience: You gain three skill proficiencies of your choice and one tool proficiency of your choice.

Prodigious Talent: Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose can’t benefit from another feature, such as Expertise, that doubles your proficiency bonus.

Physical Appearance

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. Humans style their hair in all sorts of ways and at different lengths. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Often humans living in the same region will share a pool of traits.

General Personality

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Origin Town:

Crownworth

Crownworth was founded by humans. They built their settlement in an area surrounded by rivers, which provided a natural defense. It was needed in those days due to the constant raiding parties sent by the orc encampment that was nearby. Once a human traitor led orcs into the settlement through a secret passage, almost leading to the destruction of the whole town. Since that event, Crownworth has always placed a huge focus on maintaining law and order. All humans in Avensuna can trace their lineage to Crownworth if they go back far enough. The humans who live in Crownworth all follow the strong rulings laid out by its church and government. A standing army is always at the ready in Crownworth. 

Bonuses:

Ability Scores: +2 points between  Strength, Constitution, Wisdom, and Charisma

Skills: Proficiency in the Deception, Insight, or Persuasion skill.

Politics Connoisseur: Whenever you make an Intelligence (History) check related to politics, government, or law of any well known towns, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Diplomat: If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature’s Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Farris

Farris is close to Crownworth. Not all humans fit into the rigid structure of Crownworth, and Farris offers a great alternative. There they can express themselves without worrying about falling in line. And that freedom is only a couple days away. Farris a town full of artists and tourists that come to see them. More creative humans just wound up fitting better in that kind of atmosphere. The capability of humans to adapt into any environment has always proven true. 

Bonuses:

Ability Scores: +2 points between Dexterity, Constitution, Wisdom, and Charisma

Skills: Proficiency in the Persuasion, Performance, or Acrobatics skill.

Artisan’s Expertise: You gain proficiency with one set of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that chosen proficiency.

Actor: You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

Isperia

Isperia was originally just a small encampment of human researchers and wizards. Together they set out on an expedition to the cold northern region of Avensuna. An unnatural phenomenon was rumored to have been taking place in the area. They established a small camp to do research the phenomena. Eventually a group of Gith and Tabaxi co opted this human research encampment, and turned it into a real settlement. Over time scholars from across the land joined them and the type of research being conducted grew and expanded into the university that stands there now. In the Isperia of today humans handle a lot more of the logistical and administrative aspects of Isperian society. They are more suited to it than the star-ward Gith and exploratory Tabaxi. 

Bonuses:

Ability Scores: +2 points between Dexterity, Constitution, Intelligence, and Charisma

Skills: Proficiency in the Aracana, History, or Investigation skill.

Cold Acclimation: You have advantage on saving throws against effects that deal cold damage. You resist the environmental effects of extreme cold.

Wizard School: You know the Message cantrip.