Homebrew Yggmeidr Human Species Details
Humans are adaptable, and tend to pick up on things from their surroundings very quickly. Not only that, but their endurance is admirable, being able to travel long distances with ease in comparison to other races and proving difficult to exhaust. Humans are the most changed by their surroundings, not really having a built in nature near as much as other species, and therefore can be found just about anywhere and as a part of any society. Where there is civilization, there is almost always humans.
Yggmeidr Human Traits
It’s hard to make generalizations about humans, but your human character has these traits.Generalist
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.
Linguistic
You can speak, read, and write Common and three extra languages 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. Humans often live among other races in larger societies and as such pick up languages far faster than other races.
Ability Score Increase
You can increase two different ability scores by one, or one ability score by 2.
Enduring
The humans of Yggmeidr have an astonishing endurance, and this shows the most in their travel. You have advantage on saving throws made to avoid exhaustion and can travel for 12 hours a day, instead of 8, without risking exhaustion.
Pliable
The nature of a human, from their physiology to their personality, are all formed by their environments. As such, they pick up things from their environment to help them fit in, survive, or even just as a hobby.
When you reach 3rd level, choose on the Pliable options below, so long as you do not have any levels in that class:
Artificer. Pick two artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description.
Whenever you gain a level, you can replace one of the artificer infusions you learned with a new one.
Barbarian. You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. You may do this three times per short or long rest.
Bard. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a three times. You regain any expended uses when you finish a long rest.
Druid. You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature once. You regain expended uses when you finish a short or long rest.
You can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Fighter. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Monk. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
When you use the Attack action with an unarmed strike or proficient weapon on your turn, you can make one unarmed strike as a bonus action.
Paladin.
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your level × 3.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
This feature has no effect on undead and constructs.
Ranger. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You may do this once per short or long rest.
Rogue.
Once per turn, you can deal an extra 1d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Sorcerer. You gain a cantrip, and a 1st level spell from the sorcerer spell list. In addition to this, you gain 1 metamagic point as well as one metamagic option.
Warlock. You gain a first level spell from the warlock spell list, which you regain on a short or long rest.
Wizard. You gain two cantrips and a 1st level spell from the wizard spell list.
Struggler
Humans are often never the strongest, or the fastest, or even the toughest. But they have a resilient willpower which can assist them in their times of need. When you are in death saving throws you may stay conscious, however you are knocked prone and incapacitated.
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