Homebrew Human of the Mortal Realms Species Details
The Mortal Realms are vast and perilous, and among their countless wonders and terrors, humanity endures. Though shorter-lived than the Aelves, and less stubborn than the Duardin, humans thrive by virtue of adaptability and sheer willpower. They build sprawling cities in the name of Sigmar, carve lives out of savage wilderness, and even bend the knee to the Dark Gods when survival or ambition demands it.
Most humans dwell within the Cities of Sigmar, cosmopolitan bastions of civilization where Freeguild soldiers march alongside Aelven mages and Duardin engineers. Here, humanity thrives as soldiers, artisans, priests, and merchants, resilient folk standing against the endless night of Chaos, Death, and Destruction.
Yet not all humans live under Sigmar’s light. Some are born in the wastes and worship the Chaos Gods as blood-soaked marauders or sorcerous cultists. Others wander the wild edges of the realms, living in tribal bands that reject the rule of any god or king. And in the bleakest places, countless mortals fall under the dominion of Nagash, their bodies and souls pressed into eternal servitude.
No matter their origin, humans are defined not by ancient legacies but by choice. A human might be a humble farmer of Ghyran, a ruthless raider in Ghur, or a zealous witch-hunter sworn to purge Chaos from the shadows of Ulgu. Their destiny is never fixed, only shaped by the realm of their birth, the allies they find, and the battles they survive.
Human of the Mortal Realms Traits
Ability Score Increase. Increase two different ability scores of your choice by 1. Size. Humans vary widely in build and stature, but most are between 5 and 6½ feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common (the Mortal Realms Trade Tongue) and one additional language of your choice Versatile Nature. You gain proficiency in one skill or one tool of your choice. Realm-Birth. Every human is tied to the Mortal Realm in which they were born. Choose one realm.Ability Score Increase, Languages and Versatile Nature
Increase two different ability scores of your choice by 1
You can speak, read, and write Common, and one additional language of your choice
You gain proficiency in one skill or one tool of your choice.
Collegiate
The Collegiate Arcane is a great order of wizards and scholars, founded in Azyr but spread across the realms. Collegiate humans are steeped in magical study, often apprenticing to Aelven mages or seeking the secrets of the Realms themselves.
Collegiate Education
Ability Score Increase. Your Intelligence increases by 1.
Arcane Training. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Researcher’s Eye. You gain proficiency in Arcana or History (your choice).
Devotee of Sigmar
The Devoted are fanatical mortals who live for faith. Some are priests of Sigmar or excitable witch-hunters. Their zeal grants them power, or madness.
Sigmarite Doctrine
Ability Score Increase. Your Wisdom increases by 1.
Zealous Conviction. When you make a death saving throw, you can add +2 to the roll. You can’t use this feature again until you finish a long rest.
Religious Fervor. You gain proficiency in the Religion skill.
Freeguild
The Freeguilds are the professional soldiery of the Cities of Sigmar. They’re the backbone of humanity’s defense, drilling in disciplined formations and standing as the first line against Orruk hordes, Skaven infestations, or daemonic incursions.
Ability Score Increase. Your Strength or Constitution score increases by 1.
Martial Training. You gain proficiency with one martial weapon of your choice and with medium armor.
Steadfast Discipline. You have advantage on saving throws against being frightened while within 10 feet of an ally.
Freeguild's Training
Ability Score Increase. Your Strength or Constitution score increases by 1.
Martial Training. You gain proficiency with one martial weapon of your choice and with medium armor.
Steadfast Discipline. You have advantage on saving throws against being frightened while within 10 feet of an ally.







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