
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species Details
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
A Broad Spectrum
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. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
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.
EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”
Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.”
Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Lasting Institutions
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.
In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn.
Calishite Names: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.
Chondathan Names: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
Damaran
Found primarily in the northwest of Faerûn, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.
Damaran Names: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag
Illuskan
Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver
Mulan
Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.
Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
Rashemi
Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.
Rashemi Names: (Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina
Shou
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerûn. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
Turami
Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
Turami Names: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo
Human Traits
It’s hard to make generalizations about humans, but your human character has these traits.Ability Score Increase
Your ability scores each increase by 1.
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.
Languages
You can speak, read, and write Common and one extra 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.
Variant Human Legacy This doesn't reflect the latest rules and lore. Learn More
If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.
Ability Score Increase
Two different ability scores of your choice increase by 1.
Skills
You gain proficiency in one skill of your choice.
Feat
You gain one feat of your choice.
It only lets me choose the grappler feat. Why? In all my years of DND I have never seen someone actually choose the grappler feat. Please fix this variant human is awesome.
The Wizard Of Oz, Has Arrived
Humans can be any alignment
Will is a Chondathan human. He is of common blood, tall, slender, lightly down skinned with verey light brown and ice blue eyes. He is unsure of his age. Will left his home in the back country woods a half step ahead of an angry father. "I swear I didn't touch her!"
Foreclaimer is not available so I’m just going to say that in my notes and this is just a default
My human is a mage that has been studying magic since the age of 16 and is very good at destruction spells as well as restoration spells. Not only is he studying magic; but also potion making
Working as a Bag Boy at the local grocery store in the late 1980s Barnaby had no direction in life. Until one day him and a group of his friends planned a special retreat to a small wooded cabin in Northern michigan. When Barnaby and his friends made it to the cabin something seemed off and uninviting. While li king their rooms to sleep in, Barnaby found an old book in a crack in the floor, the book seemed to be made from rotting human flesh. As intrigued as he was to open the book he did not and showed his friends the book. They convinced him to open the book so he did, he attempted to read a passage from the book but it was some language he was not familiar with. What sounded like a terrible attempt to speak a differ language Barnaby continued then the cabin and everyone in its life would never be the same…. Walls started shaking the earth sounded as if it was moving below their feet. A rafter splintered off and nearly decapitated Barnaby, but missed and struck and killed one of his friends. In a panic frenzy the remaining friends attempted to grab their fallen friend, but it was too late for him. A piece of glass shattered from a window and like a knife stabbed, cut, meleed the remaining friends like it was being controlled by someone or something. Barnaby panicked and rain outside tripped on the porch and fell down… down into a deep dark hole that was not there before… down he went and spiraled until he was unconscious…. Once he had waken back he realized he was not in Northern Michigan anymore… but seemed to be in an all too real renaissance Festival that he could not escape.
Im basically makeing a homebrew warlock from destiny. Its a little hard but i got the base figured out .now to work on how thr ghost will be probably a familiar
Yes all the stats increases for the variant humans
This take stats into account when considering the feat selection
It completely raplace the original human stats increases
Garock, A Man raised by Barbarian warriors.
Brave merciless to enemy loyal to friends...
Searching for Gold, adventure to become a King of the Barbarian tribes and bring forth his Legend!.
My character is Jinnir Nemarere and he is a thief rogue from the northwest of faerun. He's a Damaran who is very tall with dark hair and brown eyes. He always wears black for he grieves his parents untimely murder at the hands of orcs and vows revenge against the orc warlord who killed his father. He's very quiet but when he does speak its worth listening to. He's killed many dragons and bears the scars all over and although he still can get around he walks with a slight limp from a night where he was attacked by a demon who forever damaged his leg. He is always in search of some magic spell that could cure him but so far he has found none. He mourns the only woman he ever loved for she did not love him.
so i can't access all of the feat list
So, in other words, another pay to win game. I can't get into my Steam account for some unknown reason, so I can't play my DDO and the bunch of other games I put a lot of hours into. Never Winter Nights didn't run on my Windows 10 laptop for some reason, but I'd like to check this game out and play it, if anyone knows how ( I'm not tech savvy in the slightest, so that's a lot of progress on DDO, Dead Frontier, etc... that it'd be nice to get back, as well as try this D&D game. This tu6orial thing keeps taking me in loops. Anybody know how to actually get a game started?
I wish to choose the Dual Wielder feat, but this is not an option…
You need to pay the fees to unlock the additional content. That’s why you can only see the Grappler feat.
This isn't a video game, its just the resources for DnD 5e. There is no "starting a game" on here, you'll have to do that by getting a group together for a campaign irl or through online communities. It's also not pay to win because you're just paying money for the resources to play the game in the first place (like buying a $60 game is buying the resources to play the game).
Humans are amazing in anything despite we are one in real life. We make it boring but movies and games like D&D make us seem quite powerful or weak.