Human, Variant (5e Race)
From D&D Wiki
Human[edit]
Physical Description[edit]
Humans need no introduction. Human beings are incredibily simplistic in construction; two arms, two legs, one head, one mouth, two eyes, two ears. There are, of course, human beings who possess less than these listed, but these are typically rare circumstances or otherwise uncommon creations.
History[edit]
Human beings are constantly evolving, and so their more intricate histories are muddled and difficult to follow. Human history that occurs while they still possess a humanoid form is typically common knowledge, but the more ancient history is fuzzied with debate and discourse. Human history before the humanoid form is even more difficult to follow and if any information is known of it, it is not open knowledge.
Society[edit]
Human societies exist in every possible place in every possible plane. Even if the environment is horribly poisoned, the ground constantly erodding, and the weather inconsistent and unpleasant, a human society will be there. Humans, by perhaps some strange common feeling of determination, feel a constant and unconscious need to conquer even the most unlivable of locations, which is why they create human footholds in the most inhospitable of lands. The actual quality of these societies vary as wildly as the race itself, with many of these societies acting as shining examples of community done correctly, and others as shining examples of exactly what not to do.
Human Names[edit]
Humans adopt names of nearly every language, cultural region, and lineage. The names are typically separated by gender, and usually exist as a complicated mixture of several smaller "root-words" that allow the name to have meaning, but the names themselves vary intensely in construction. Some are very simple, some are very complex; many have intricate meaning, others are just names.
Male: Adbavi, John, Jack, James, Michael, Ivan, Leon, Gavin, Sanat, Belas, Benicio, Yagno, Roman,
Female: Elizabeth, Aubrey, Edisa, Zefla, Roca
Human Traits[edit]
Adaptable creatures capable of surviving in nearly every corner of every place.
Ability Score Increase. Increase 2 ability scores by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
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.
Skill. You gain proficiency in one skill and one tool of your choice.
Languages. You can speak, read, and write Common and one other language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Environmental Adaptations. Instead of subraces, you may choose an Environmental Adaptation that specifies what environment you are most accustomed to. You may choose from Tropical, Dry, and Polar.
Tropical[edit]
You’ve lived in the wet and humid regions of the world all your life, and are almost entirely unaffected by its exhausting temperatures.
Tropical Acclimation. You are acclimated to tropical and humid regions. If asked to make a check that would determine if you become exhausted as a result of traveling through tropical terrain, you roll with advantage. Additionally, you suffer no speed penalties when moving through difficult terrain in a tropical region.
Trailblazer. Due to your exposure to high temperatures and tropical landscapes, you are less affected by them. You are resistant to poison damage.
Dry[edit]
You are accustomed to the dehydrated and arid climates of the world, and find even the driest desert to be almost like home.
Parched. You are acclimated to unbearably hot regions. If asked to make a check that would determine if you become exhausted as a result of traveling through arid or desert terrain, you roll with advantage. Additionally, you suffer no speed penalties when moving through difficult terrain in an arid region.
Trailblazer. Due to your exposure to high, arid temperatures, you are less affected by them. You are resistant to fire damage.
Polar[edit]
You’ve been exposed to freezing and cold climates for as long as you can remember. The biting cold of an icy climate bites you a lot less harder than most.
Freeze-Dried. You are acclimated to extremely cold regions. If asked to make a check that would determine if you become exhausted as a result of traveling through freezing or cold terrain, you roll with advantage. Additionally, you suffer no speed penalties when moving through difficult terrain in a continental or polar region.
Biting Cold. Due to your exposure to freezing temperatures, you are less affected by them. You are resistant to cold damage.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 10'' | +2d8 | 150 lb. | × (2d6) lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races