Homebrew Wild Human Species Details

Throughout the Multiverse, countless species have been created and shaped by the gods. Corellon has the Elves, Moradin has the dwarves, and even Gorellik has the gnolls. Yet no god takes responsibility for the swarm that is Humanity. Spawning and infesting any material plane, the origin of this species is rumored to evade even the knowledge of the gods. Although not as strong as the dwarves, graceful as the elves, or savage as the orcs, Humanity is like the cockroaches they bring with them. Fecund, numerous, and easy to whip into a frenzy, numerous nations have fallen once a Human tribe (or tribes) is angered enough.

Although humans are one of the most diverse and multicultural of the sapient races (rivaling even the Elves), some defining characteristics do stand out. They are blessed with great perception and health, if only limited by intelligence and for a short time. Furthermore, humans appear to have a strange connection to animals, able to sooth wild beasts by simply extending one's hand. This has led humans to be prized pastoralist and beast tamers throughout the known multiverse.

Human Traits

Creature Type: Humanoid
Size: Medium (about 4–7 feet tall)
Speed: 30 feet

As a Human, you have these special traits.

Ability Score Increases

When determining your character’s ability scores, increase wisdom by 2 and constitution by 1. Or increase constitution, wisdom and one other by 1 each. None of these increases can raise a score above 20.

When the going gets tough...

When below half health, in combat, or some other life-threatening situation (DM's discretion), you may add your proficiency bonus to a skill check, attack roll, or damage roll. This may be done a number of times equal to your proficiency bonus. This may be done after the skill is rolled, but before the DM interprets the roll.

Sweat

You may reduce your exhaustion. Furthermore, you may chose to gain 1 level of exhaustion in order to preform another action on your turn. You may only do either of these 1 per long rest.

Raptor Hand

By extending a slightly cupped hand towards a beast, you can attempt to befriend them. They must roll a wisdom saving throw of (10+Animal Handing Bonus) DC or become nonmagically charmed by you. If the beast succeeds on its saving throw, they are immune to this feature for 1 day. If you or one of your allies deals damage to the target, the charm ends. You can do this a number of times equal to your proficiency bonus.

Languages

Your character knows at least three languages: Common and Undercommon plus one other humanoid language you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it.

The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely.

Standard Languages
1d12 Language Origin
Common Sigil
1 Common Sign Language Sigil
2 Draconic Dragons
3-4 Dwarvish Dwarves
5-6 Elvish Elves
7 Giant Giants
8 Gnomish Gnomish
9 Goblin Goblinoids
10-11 Halfling Halflings
12 Orc Orcs

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