Human Species in Urbûn | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Human

Humans on Urbûn are widespread, can be found in most regions and, in general, are fierce and disagreeable, which sometimes lead certain other races to view them with contempt. They are renowned for their diversity and ambition, and although they lack specialization, they excel in many areas. Humans typically stand from 5 feet to little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or strait), and their facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming and dress, sporting unusual hair-styles, fanciful clothes, tattoos, body piercings, and the like. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.

Basic Information

Anatomy

four limbs, two arms, two legs.

Additional Information

Geographic Origin and Distribution

Human lands are usually in flux, with new ideas, social changes, innovations, and new leaders constantly coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering. Since humans lead such short lives, their leaders are all young compared to the political, religious, and military leaders among the other races. Even where individual humans are conservative traditionalists, human institutions change with the generations adapting and evolving faster than parallel insitutions among the elves, dwarves, gnomes, and halflings. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political dynamics.   Human lands generally include relatively large numbers of nonhumans (compared, for instance, to the number of non-dwarves who live in dwarven lands)

Human

ability score increase:
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: 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.
race features:

Human Features

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall.

Standard Human

Source: Player's Handbook

Ability Score Increase

Your ability scores each increase by 1.

Variant Human

Source: Player's Handbook

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.

Variant Human: Mark of Finding

Source: Eberron - Rising from the Last War   If your Human has the Mark of Finding, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.

Ability Score Increase

Your Wisdom score increases by 2, and your Constitution score increases by 1.

Darkvision

You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.

Hunter's Intuition

Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.

Finder's Magic

You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.

Languages

You can speak, read, and write Common and Goblin.

Spells of the Mark

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your Spellcasting class.

Mark of Finding Spells

Spell Level Spell
1st Faerie Fire, Longstrider
2nd Locate Animals or Plants, Locate Object
3rd Clairvoyance, Speak With Plants
4th Divination, Locate Creature
5th Commune With Nature
 

Variant Human: Mark of Handling

Source: Eberron - Rising from the Last War   If your Human has the Mark of Handling, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.

Ability Score Increase

Your Wisdom score increases by 2, and one other Ability Score of your choice increases by 1.

Wild Intuition

Whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check.

Primal Connection

You can cast the Animal Friendship spell and the Speak With Animals with this trait, requiring no material components. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.

The Bigger They Are

Starting at 3rd level, you can target a Beast or a Monstrosity when you cast Animal Friendship or Speak With Animals, provided that the creature's intelligence is 3 or lower.

Spells of the Mark

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your Spellcasting class.

Mark of Handling Spells

Spell Level Spell
1st Animal Friendship, Speak With Animals
2nd Beast Sense, Calm Emotions
3rd Beacon of Hope, Conjure Animals
4th Aura of Life, Dominate Beast
5th Awaken
 

Variant Human: Mark of Making

Source: Eberron - Rising from the Last War   If your Human has the Mark of Making, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.  

Ability Score Increase

Your Intelligence score increases by 2, and one other Ability Score of your choice increases by 1.

Artisan's Intuition

Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.

Artisan's Gift

You gain proficiency in one type of Artisan's Tools of your choice.

Spellsmith

You learn the Mending cantrip. You can also cast the Magic Weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells.

Spells of the Mark

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your Spellcasting class.

Mark of Making Spells

Spell Level Spell
1st Identify, Tenser's Floating Disk
2nd Continual Flame, Magic Weapon
3rd Conjure Barrage, Elemental Weapon
4th Fabricate, Stone Shape
5th Creation
 

Variant Human: Mark of Passage

Source: Eberron - Rising from the Last War   If your Human has the Mark of Passage, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, and Size.

Ability Score Increase

Your Dexterity score increases by 2, and one other Ability Score of your choice increases by 1.

Courier's Speed

You gain a base walking speed of 35ft. Intuitive Motion. Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.

Magical Passage

You can cast the Misty Step spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Dexterity is your Spellcasting Ability for these spells.

Spells of the Mark

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your Spellcasting class.

Mark of Passage Spells

Spell Level Spell
1st Expeditious Retreat, Jump
2nd Misty Step, Pass Without Trace
3rd Blink, Phantom Steed
4th Dimension Door, Freedom of Movement
5th Teleportation Circle
 

Variant Human: Mark of Sentinel

Source: Eberron - Rising from the Last War   If your Human has the Mark of Sentinel, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.  

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Sentinel's Intuition

Whenever you make an Wisdom (Insight) or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check.

Guardian's Shield

You can cast the Shield spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.

Vigilant Guardian

Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.

Spells of the Mark

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your Spellcasting class.

Mark of Sentinel Spells

Spell Level Spell
1st Compelled Duel, Shield of Faith
2nd Warding Bond, Zone of Truth
3rd Counterspell, Protection From Energy
4th Death Ward, Guardian of Faith
5th Bigby's Hand