Near-Human Species in Winds of Uranus | World Anvil

Near-Human

Humans are not only a prevalent race in the 'verse, but there is also a wide variety of near-humans, bearing subtly different traits, which can be found on an abundance of worlds. It's not entirely clear why humans, of all races, have scattered so wide and far, but sages keep a number of theories, from the reaching, to the utterly bizarre. If you choose a human for your race, you can use the following Near-Human variant traits, which replace the human’s Ability Score Increase trait:
    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. This feat must have Near-Human variant as a prerequisite  

Android

Prerequisites: 1st level only, near-human variant
You are an escaped android—likely a Version 13—that is functionally a perfect replica of a human being, except that wires and blinking lights lie hidden underneath your skin. It is even possible you aren't aware of your construct origins, owing to faulty programming, willing suppression of memory, or intentional tampering with your construct core. You have the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You are immune to nonmagical diseases.
  • You don't need to eat, drink, or breathe, but you can ingest food and drink if you wish.
  • Instead of sleeping, you enter an inactive state for 4 hours each day. You don't dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You can still be placed into a torpor by sleep-inducing magic.
  • You have the ability to speak the native code-language of machines. You can use this language to interact with arcane terminals and ship computers from range and to communicate with constructs, even if you don't share a language.

Aquatic

Prerequisites: 1st level only, near-human variant
Your world is nearly one continuous ocean, with nary an island in sight. Consequently, you have aquatic features, like gills, webbed fingers and toes, and fishlike scales, which grant you the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You can breathe water as well as air.
  • You have a swimming speed equal to your movement speed.

Beastman

Prerequisites: 1st level only, near-human variant
With a short tail, coarse fur covering your face, and long teeth and claws, you appear more like a ferocious beast than a man. You might resemble any type of beast, but always gain the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) checks that rely on smell.
  • You possess sharp claws, which are natural weapons that you can use to make unarmed strikes. On a hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Green Skin

Prerequisites: 1st level only, near-human variant
Your people metabolize by basking in the sunlight, aided by your tough, photosynthetic skin, which grants you the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You have advantage on saving throws against being poisoned and have resistance to poison damage.
  • While you aren't wearing armor, your AC equals 12 + your Dexterity modifier

Grue

Prerequisites: 1st level only, near-human variant
One of your parents was a creature of darkness, such as a shadow or a native to the Plane of Shadow. Grues such as yourself have blackened skin and cast a shadow in all directions, even when directly in light. In shadows, you are nearly invisible. You have the following racial traits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You have darkvision, the ability to see in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • When you are hidden and a creature discovers you with a successful Wisdom (Perception) check, you can reattempt your Dexterity (Stealth) check to hide. On a success, you silently reposition yourself, and the creature does not notice you. Once you use this trait, you can't use it again until you finish a short or long rest.
 

Porterling

Prerequisites: 1st level only, near-human variant
You are a porterling, parented both by a human and one of the little folk, either a gnome or a halfling. You stand about as tall as a dwarf, but are far leaner—and if fathered by a gnome, are also somewhat top-heavy. Though they are often confused for dwarves, porterlings can only rarely grow large or thick beards. You have the following racial traits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • Porterlings are unnaturally flexible. You have advantage on checks you make to escape grapple or to slip bindings.
  • You suffer no penalty for squeezing into a space that is only large enough for a creature that is one size smaller than you.
 

Proto-Man

Prerequisites: 1st level only, near-human variant
You come from a world of ancient fauna and colossal flora; your people are hardy and robust, much like very early humans. You gain the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You can add your proficiency bonus to saving throws you make against being frightened.
  • Once per day when you take a short rest, you can automatically regain 1 hit die and can choose to spend it immediately
 

Reptiloid

Prerequisites: 1st level only, near-human variant
You bear the abrasive skin, slitted eyes, and forked tongue of a reptile, which grant you the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You can go twice as long as other humans without eating or drinking.
  • You can speak, read, and write Draconic.
  • You can use your action to spit acid from your mouth. When you do so, make a ranged attack roll against a creature within 30 feet. On a hit, the target takes 1d8 acid damage for each point of your proficiency bonus. Once you use this trait, you can’t use it again until you finish a short or long rest.
 

Roguean

Prerequisites: 1st level only, near-human variant
You hail from an icy, desolate world, thrown away from its home star by some catastrophic event. Surviving the interminable harshness of your rogue world gives you the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You have resistance to cold damage.
  • You take no damage from the extreme temperatures of space and other harsh environments.
  • You have darkvision, the ability to see in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
 

Simian

Prerequisites: 1st level only, near-human variant
You hail from a world that followed a slightly different evolutionary path than High Terra; your people all resemble monkeys or apes. Despite your more primitive appearance and your prominent tail, you are just as intelligent as other humans—you just like bananas a little more. You gain the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain a climbing speed equal to half your movement speed.
  • You can hold and manipulate objects and weapons with your hands, feet, and tail, but you can’t make attack rolls with weapons held by your tail.
 

Warped

Prerequisites: 1st level only, near-human variant
You have been twisted by the insidious lights of the Void—irrevocably warped by its radiation. You gain the following changes:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • Your face and body are unnerving to behold. You gain proficiency with Intimidation.
  • In response to the ravages of the warp, many of your vital organs have shifted to new locations within your body. When you are targeted by an attack that is a critical hit, you can choose to take no additional damage from the critical hit, as if it were a normal hit instead. Once you use this ability, you can’t use it again until you finish a long rest

Theme

Genetic Ancestor(s)
Genetic Descendants
Related Ethnicities

Comments

Please Login in order to comment!