Human Subraces (5e Race Variant)
From D&D Wiki
![]()
|
This material is published under the OGL 1.0a. |
Human Variant
This racial variant is intended to give more variety to the honestly quite bland human race from the SRD. These humans hail from specific environments or countries with specific cultural or political leanings.
You retain the following traits from the base human race:
- Age
- Alignment
- Size
- Speed
- Languages
Choose one of the following subraces:
Human Subraces by Environment
These humans hail from specific environments.
Arctic
Ability Score Increase. Your Constitution score increases by 2, and your Strength and Wisdom scores each increase by 1.
Cold Acclimation. You have advantage on saving throws against effects that deal cold damage, as well as to resist the effects of extreme cold.
Arctic Lore. You have proficiency in either the Athletics or Survival skill (your choice).
Coastal
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution and Wisdom scores each increase by 1.
Maritime Equipment Training. You are proficient with spears, tridents, nets, water vehicles, and one tool, choosing from carpenter, cartographer, navigator, weaver, or woodcutter's tools (your choice).
Coastal Lore. You have proficiency in either the Acrobatics or Athletics skill (your choice).
Desert
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence and Wisdom scores each increase by 1.
Heat Acclimation. You have advantage on saving throws against effects that deal fire damage, as well as to resist the effects of extreme heat.
Desert Lore. You have proficiency in either the Nature or Survival skill (your choice).
Forest
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution and Wisdom scores each increase by 1.
Forest Survival. Moving through difficult terrain created by nonmagical plants costs you no extra movement. Additionally, you can move through nonmagical plants without taking damage from thorns, spines, and similar hazards.
Forest Lore. You have proficiency in either the Athletics or Survival skill (your choice).
Grassland
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution and Wisdom scores each increase by 1.
Fleet of Foot. Your base walking speed increases to 35 feet.
High Stamina. You have advantage on saving throws to avoid becoming exhausted from a forced march.
Grassland Lore. You have proficiency in either the Nature or Stealth skill (your choice).
Jungle
Ability Score Increase. Your Strength score increases by 2, and your Dexterity and Wisdom scores each increase by 1.
Acquired Immunity. You have advantage on saving throws against disease.
Tool Proficiency. You have proficiency in either herbalism or poisoner's kits (your choice).
Jungle Lore. You have proficiency in either the Nature or Survival skill (your choice).
Mountain
Ability Score Increase. Your Strength score increases by 2, and your Constitution and Wisdom scores each increase by 1.
Altitude Acclimation. Climbing does not cost you additional movement. Additionally, you have advantage on saving throws to resist the effects of high altitudes.
Mountain Lore. You have proficiency in either the Athletics or Survival skill (your choice).
Subterranean (Deep Human)
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence and Charisma scores each increase by 1.
Darkvision. 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 can't discern color in darkness, only shades of gray.
Subterranean Lore. You have proficiency in the Perception and Stealth skills.
Swamp
Ability Score Increase. Your Constitution score increases by 2, and your Strength and Wisdom scores each increase by 1.
Toxin Resistance. You have advantage on saving throws against disease, and against effects that deal poison damage.
Swamp Lore. You have proficiency in either the Nature or Survival skill (your choice).
Urban
you grew up in a town or city, and probably went to school and learned for a good portion of your life.
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma scores each increase by 1.
Studies. You are proficient in the Arcana and History skills, and you can read, write, and speak and extra language of your choice.
Parental Guidance. You are proficient in one tool of your choice, usually one correlating to the job your parent has.
Street Magic. You have learned one cantrip from the Conjuration or Illusion school of magic.
Human Subraces by Culture
Martial State
Ability Score Increase. Your Strength score increases by 2, and your Constitution and Intelligence scores each increase by 1.
Martial Training. You have proficiency in light armor and two weapons of your choice.
Martial Lore. You have proficiency in either the Athletics or History skill (your choice).
Political State
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity and Intelligence scores each increase by 1.
Observant. You have proficiency in the Insight and Persuasion skills. Additionally, you gain a +5 bonus to your passive Wisdom (Insight) and passive Intelligence (Investigation) scores.
Theocracy
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution and Intelligence scores each increase by 1.
Divine Resilience. You have advantage on saving throws against effects that deal radiant or necrotic damage.
Divine Lore. You have proficiency in either the Persuasion or Religion skill (your choice).
Back to Main Page → 5e Homebrew → Character Options → Race Variants