
Human
Legacy
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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.
my human is names steve, am I breaking the rules?
me need two feets, or me walk funny, not right. All left.
Is human thief a class
You gotta get the player’s handbook for good feats
halfling heritage
How do I make a dhampir Spore druid? I don't see either as an option.
This really helps if you want to create an in detail human character, but not necessary if you just want to make it fast
Yes the stats change from all stats by one to 2 stats of choice
The indomitable variant human spirit
Umbar the Present-
Character History and Background
Overall Introduction
Umbar the Present is a complicated young man with a talent that very few others possess. He is a prolific Bard & Storyteller who dabbles a but in some light demonic arts and forbidden magics.
Recently he has put his tingling-energies into joining other explorers who are trying to make an honest living through delving, looting, plundering and killing anything that stands in their way. Umbar is mainly doing it for more material he can write and sing about.
Umbar comes from a very large, very wealthy family, originally. He has eleven brothers (Umbar is 7th) and an unknown number of sisters. His family’s roots stretch back to the 4 mysterious founding families, who- long ago- brutally conquered the peaceful Brianite civilization who had previously inhabited the region.
The Saxe-Coburg Family is known for their high pedigree, their strict cultural qualities and their scholarly-devotion to duty-based breeding. The family were early embracers of technological advancements, substantial patronage of the fine arts and they were enthusiastic early practitioners of the NEW Health Through Interbreeding philosophy.
Umbar’s father is Viscount of the area, and though his Earldom has been in dispute for 30 years, he still insists on being addressed at such a rank.
His mother (who is his aunt on his father’s side and also his half-cousin on her grandfather’s side) has escaped lawful justice multiple times- for torture, murder, theft-by-deception, kidnapping and murder, again- due to her elevated station. She has promised to scale it back a bit.
Umbar, being the 7th of 11 sons, was informed early on (mainly by his 6 older brothers) that he would be receiving Jack and Squat in the way of any inheritance when his Parents finally did the decent thing and died.
Umbar wasn’t in line for any wealth or land or titles. He was told that the best he could hope for would be to- maybe marry an old widow with one foot in the grave or snag some repulsive-smelling 10th daughter of a disgraced ex-lord (from some half-ass kingdom he’d never heard of) for the sake of a trade-alliance.
So, when Umbar turned fifteen-years-old, he packed a change of clothes, a lute that he stole from the jester and a map that he didn’t know was a decoration and not an actual map- and he left Waterdeep behind him.
Umbar didn’t mind the grinding poverty of the new life he had adopted. It wasn’t like he was given a lot of things when he was back at the estate. Growing up, he would only be fed by accident most times anyway, so starvation was not something that was new to him.
After lots of travels and lots of time alone on the roads, Umbar learned to play his lute. He then started singing along to his music as well. He was very good at it. He listened to other bards and the stories they would tell. He knew that this was what he wanted to do as well.
Umbar gathered up some spare coins from his own busking events and paid an old bard named Phineas Plutz to teach him how to become a real bard. Phineas Plutz agreed and he taught Umbar everything he knew about the craft. It took all of an afternoon to do it, but by the time that the lesson ended, Umbar was able to craft his own songs.
The two Bards traveled hither and yon, Phineas showing him all the best taverns to play, what places to avoid (there were a lot of these) and most importantly, Phineas introduced Umbar to Tamalina Rand.
Tamalina Rand was an exotic-dancer, limber, fit and lethal to even look at. She took Umbar in, cleaned him up, taught him how to dress, how to use something she called sex-appeal in order to get people’s attention, and then hopefully get their money. Most importantly though, she showed him why his pants always got tighter when she danced for him.
Umbar thanked Phineas Plutz, for teaching him so much, shook his grubby calloused hands and then kicked him out of the place because Tamalina said that the old guy was putting her ‘out of the mood’.
For a solid year, Umbar was living the life of a true bard. He was under-fed and over-****ed. Tamalina had instilled a raw sexual confidence in him that would come out on stage, making him the center of attention everywhere he went. All the women wanted to bed him, all the men wanted to kill him.
Along the way Tamalina and he split ways due to her aversion to travel north in the Spring. They promised to keep in touch, but this never took place.
Undeterred, Umbar made a name for himself as the ‘Sexiest Bard To Ever Sound Good’, a rarity in those days. He made a modest living doing this for a few years until one day he met up with a goblin named Vinny.
Vinny saw great potential in Umbar and offered to be his manager/ Agent/ Representative for the miniscule amount of 40% off the top. After being assured that this didn’t involve having sex with Vinny, Umbar agreed.
He signed a long contract that Vinny assured him was a standard agreement. Vinny suggested that Umbar go out and get some real-world experience in order to inspire him to write his own tunes.
After some missteps and a false-start or two, Umbar discovered a group of adventurers who seemed in need of a helping hand. They called themselves The Explorers of KA.
They were a loose amalgamation of differing personalities, each one more strange than the next. Umbar decided to join them for a bit, to see what he could get from their story, in order to turn it into his own stories, the ones where he was the hero that saved the day.
So, this is where Umbar is today. Thriving as both an adventurer and an Umbar.
He has never once thought about his former home, family or the lie he was destined to endure back there. The world belonged to Umbar… with 40% going to Vinny of course.
Can this go with a sage and a dragon ancestor?
So when it says a humans ability scores each increase by one does that mean that all abilities get 1 bonus to the score?
I know right I'm working with players who are extremely imaginative and we can't find the right options
better than the normal human ig :/
My character is a human who turned into a lich, does that make sense with this?
How come the +1 to all stats isn't added automatically? I have to do it manually everytime.
huh, quite strange! Are you using manual/rolled for your abilities, or something else entirely?
Nope! Names are names, and names can be weird sometimes!
RAW
Cool