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Human

Human

Ability Score Increase Varies
Size Medium
Speed 30ft

Human Traits

Ability Score Increase. Increase an ability score of your choice by 1. You cannot increase the same ability score given by the subrace you choose.   Age. Humans reach adulthood in their late teens and live less than a century.   Size. Humans vary wildly in size and shape from under five feet to well over six feet tall. Your size is Medium.   Speed. Your base walking speed is 30 ft.   Languages. You can speak, read and write Common and one other language of your choice.

Subraces

Vidran - Desertborn

As a Desertborn, you come from a martial culture of nomadic warriors. Most of the desertborns travels for days through the desert with light equipment to be fast and agile while moving, scouting and fighting. Their skin can range from light brown to black and they are known for being well muscled.   Ability Score Increase. Your Dexterity score increases by 2.   Agile and Strong. You have proficiency in the Athletics and Survival skills.   Born of the Desert. You have advantage on saving throws against extreme heat. In addition, once per long rest when you would gain a level of exhuastion, you can choose to not gain a level of exhaustion. You can read more about extreme heat in the chapter 5 of the Dungeon Master's Guild.   Dune Warrior. You have proficiency with light armor, scimitars, whips and shortbows. When you score a critical hit with any of this weapons, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Muswari - Forestborn

As a Forestborn, you come from a wild but wise culture. Forestborns lives in small communities among the trees, hunting and gathering food that nearby forests provides. Most of them are tanned by living in the outdoor, with brown or black hair.   Ability Score Increase. Your Wisdom score increases by 2.   Children of the Wild. You have proficiency in the Nature skill and you gain proficiency with the herbalism kit.   Fleet of Foot. Your base walking speed increases to 35 feet.   Natural Resistances. You have advantage on saving throws against poisons and diseases.   Watchers of the Forest. Whenever you make a Wisdom (Perception) checks while in a forest, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead your normal proficiency bonus.

Driocan - Mountainborn

As a Mountainborn, you come from a culture of artisans and warriors. Most of the mountainborns lives rugged terrain, building their towns and cities as close as possible to a mountain. Thanks to this, mountainborns have good relations with dwarves, and they are called sometimes as "tall dwarves". They are smaller than the average human, but very muscular, with a hair tone that goes from dark brown to black.   Ability Score Increase. Your Strength score increases by 2.   Stone People. You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. You have proficiency with the light hammer and warhammer.   Mountaineer. You ignore difficult terrain when moving through rocky terrain. Whenever you make a Strength (Athletics) check to climb rocks, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Strong as a Rock. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Kjeldoran - Plainsborn

As a Plainsborn, you come from an old culture of talented craftsmen and inventors. Most of the plainsborns are settled and established in places to improve their agriculture, animal husbandry and architecture and share their knowledge with others. They are slender with tawny skin, with a hair tone that goes from fair to black.   Ability Score Increase. Your Intelligence score increase by 2.   Versatile Culture. You gain proficiency in two skills of your choice.   Crafting Expertise. You gain proficiency in one artisan's tools of your choice. When you craft an object using the artisan's tools you're proficient with, you count as two characters working for determining the ammount of gp worth of effort for every day spent creating the item, allowing you to craft objects faster than others.   Kjeldoran Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Tavrian - Seaborn

Ability Score Increase. Your Charisma score increases by 2.
Appraiser.
You have advantage on checks to determine the value and craftwork of items.
Master of the Seas.
You gain proficiency with vehicles (water). You have a swimming speed of 30 feet.
Natural Trader.
You have proficiency in the Deception and Persuasion skills. Additionally, you have advantage on Charisma (Persuasion) checks when negotiating prices with others that aren't hostile toward you.

Oscan - Winterborn

As a Winterborn, you come from a culture based on honor and glory. Winterborns are light skinned and fair or red haired, taller and more muscular than other humans thanks to generations having endured the harsh, cold climates.
Ability Score Increase.
Your Constitution score increases by 2.
Courageous.
You have advantage on saving throws against being frightened.
Glory Over Death.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Snowfolk.
You have proficiency in the Survival skill. You have proficiency with battleaxes, great axes, longswords and greatswords.
Winter Fortitude.
You have advantage on saving throws against extreme cold. You can read more about extreme cold in the chapter 5 of the Dungeon Master's Guild.


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