Homebrew Human (Fallen Human Ver.) Species Details
Physical Description
Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on one of 7 different properties: determination, patience, bravery, integrity, perseverance, kindness, or justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.
History
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.
Society
Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.
Fallen Human Names
Fallen humans appear to have a different naming structure than other humans. Instead of having traditionally male and female names, the names they give their children are gender neutral, or unisex.
Fallen Human Names: Addison, Blair, Casey, Chara, Devyn, Elian, Francis, Frisk, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie
Fallen Human Traits
Ability Score Increase. Your Dexterity and Wisdom scores increase by 1.
Age. Fallen humans reach adulthood in their late teens and live less than a century.
Alignment. Fallen humans tend toward no particular alignment. The best and the worst are found among them.
Size. Fallen 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.
Act. A fallen human can use their soul to read the intentions of other sentient beings. You are proficient in the Insight skill.
Soul Weapon. You can summon a weapon as a manifestation of your soul’s spirit. As an action, the weapon is summoned into your hand. The weapon type is determined by your Soul Type. You are proficient in your Soul weapon and the weapon’s damage is considered magical for the purposes of overcoming immunities and resistances to non magical attacks.
Languages. You can speak, read, and write Common and one extra language of your choice.
Subrace. The souls of fallen humans have one of 7 traits: determination, patience, bravery, integrity, perseverance, kindness, and justice.
Soul Type
Determination (Red Soul)
Ability Score Increase. Your Constitution score increases by 1.
Unbreakable Will. No matter what pain your mind or body is forced to endure, you stubbornly refuse to give up. Whenever you make a death saving throw you can add your proficiency bonus to the roll.
Reset. Whenever you roll a 1 on an attack roll, ability check, or saving throw, you may reroll, but must use the result of the new roll, regardless of the outcome. You can use this feature a number of times equal to your proficiency bonus and regain all uses upon finishing a long rest.
Red Soul's Primary Weapon. Determination's weapon is a longsword with the finesse property. Every creature reduced to 0 hit points using your soul weapon, the weapon gains a +1 bonus to attack and damage rolls (maximum of +3) for a number of rounds equal to your Constitution modifier.
Red Soul's Secondary Weapon. Determination's secondary weapon is a knife. It uses the stats of a dagger and has the finesse property. Every creature reduced to 0 health and killed with the knife slowly changes the color of the knife to red, and adds an extra damage dice, to a maximum of 20, where it is glowing red, and seems demonic.
Patience (Light Blue / Cyan Soul)
Ability Score Increase. Your Wisdom score increases by 1.
Cumulative Wisdom. The wisdom you've gained over the years has made you become much more cautious and skeptical of the world around you. You have advantage on Wisdom saving throws against magic.
Cyan Soul's Weapon. Patience's weapon is a quarterstaff. When you take the dodge action on your turn while wielding your soul weapon, you have advantage on your next attack roll until the end of your next turn.
Cyan Soul's Secondary Weapon. Paitnece's secondary weapon is the Fake Knife. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast Telekinesis as many times as equal to your proficiency bonus per long rest.
Bravery (Orange Soul)
Ability Score Increase. Your Strength score increases by 1.
Courage. No matter how terrifying a foe may be, you never falter. You have advantage on saving throws against being frightened.
Go for Broke. You believe that whoever strikes first will win, so you intend to do just that. During your first turn in combat, you have advantage on your first attack roll.
Orange Soul's Primary Weapon. Bravery's weapon is a spear. When you hit a creature with your soul weapon while you have advantage on the attack roll, you can choose to make the creature succeed a strength saving throw (DC = 8 + your proficiency modifier + your Strength modifier) or be knocked prone.
Orange Soul's Secondary Weapon. Bravery's weapon is training gloves. It deals 1d6 bludgeoning damage and has the finesse property. The target must make a dexterity saving throw vs your dexterity dc, or take another 1d6 damage.
Integrity (Blue Soul)
Ability Score Increase. Your Wisdom score increases by 1.
Moral Strength. Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have advantage on saving throws against being charmed.
Mental Fortitude. By continuing to stand by your moral code, you've strengthened both your mind and soul, giving you resistance to psychic damage.
Blue Soul's Weapon. Integrity's weapon is the rapier. When a friendly creature within 5 feet of you is hit with an attack, you can use your reaction to give them a bonus to their armor class equal to your proficiency bonus.
Blue Soul's Secondary Weapon. Integrity's secondary weapon is ballet shoes. It does a 2d6 bludgeoning damage and has the finesse property. If the weapon is used for an attack of opportunity, it automatically scores a critical.
Perseverance (Purple Soul)
Ability Score Increase. Your Constitution score increases by 1.
Rise Up. Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Purple Soul's Primary Weapon. Perseverance's weapon is two daggers. If you are hit with an attack while wielding your daggers, you can use your reaction to reduce the damage by an amount equal to 2 + your Constitution modifier.
Purple Soul's Secondary Weapon. Perseverance's secondary weapon is the Notebook. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast Hold person as many times as equal to your proficiency bonus per long rest.
Kindness (Green Soul)
Ability Score Increase. Your Charisma score increases by 1.
Selfless Nature. When a creature attacks your ally within 10 feet of you, you may use your reaction to move up to your ally and take the attack instead. You become the target of the attack, and it hits you automatically, however you take half as much damage from this attack. You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest.
Green Soul's Primary Weapon. Kindness's weapon is a shield that uses your strength modifier for attack rolls and deals 1d6 + your strength modifier bludgeoning damage. While an ally is within 10 feet of you and you’re wiedling your soul weapon, you can use the Help action as a bonus action with a range of 10 feet.
Green Soul's Secondary Weapon. Kindness's secondary weapon is a Frying Pan. It deals 1d6 bludgeoning damage and has the finesse property. You may use a bonus action to heal yourself or an ally 1d10 hit points. When equipped, the frying pan adds a bonus +2 to your AC.
Justice (Yellow Soul)
Ability Score Increase. Your Strength score increases by 1.
Vengeance. You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself advantage on your next attack roll against that creature. In addition, if that attack hits, you may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.
Yellow Soul's Primary Weapon. Justice's weapon is a Longbow that can use your strength for attack and damage modifiers. Attacks with your soul weapon ignore half and three fourths cover, and once per turn if you hit a creature that dealt damage to you within the last round, you deal additional damage to them equal to your proficiency bonus.
Yellow Soul's Secondary Weapon. Justice's secondary weapon is a revolver. It deals 2d8 piercing damage and has the finesse property. The revolver never has to be reloaded and has a short range of 40 feet and a long-range of 120 feet.
Fear(Pink Soul)
Ability Score Increase. Your Charisma score increases by 1.
Terror Monger. The terror you spread stems from the magic within your soul and the magic of your creation. You are proficient in the intimidation skill. In addition, you know the cause fear spell. Charisma is your spellcasting ability. You can cast the spell twice and regain all uses u0on completing a long rest.
Pink Soul's Weapon. Fear's weapon is a scythe, which deals 2d4 + your strength modifier Slashing damage. It counts as a polearm and has the finesse property. As an action, your weapon can transform into an ooblex spawn (whose statistics are in Mordekainen's Tome of Foes). On your turn, you can use an action to return the ooblex spawn back into a scythe. The ooblex spawn acts immediately after your turn. If the ooblex spawn is reduced to 0 hit points, you take psychic damage equal to 1d6 + twice your level that cannot be reduced in any way and you cannot use your scythe until you take four hours of a short or long rest to return the ooblex spawn to life.
Random Height and Weight
| Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
|---|---|---|---|
| 4′ 8″ | +2d10 | 110 lb. | × (2d4) lb. |
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Human (Fallen Human Ver.) Traits
N/AComments
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Posted Nov 19, 2020It's not showing the race in character creation
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Posted Oct 8, 2025Somehow the primary weapons are 10 times more balanced than the secondary weapons (also much like the other person, this doesn't show up in character creation)