Player's Handbook

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

  • Ability Score Increase. Your ability scores each increase by 1.
  • 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. 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.
  • 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.

Variant

If your campaign uses the optional feat rules from chapter 5 of the Player's Handbook, your Dungeon Master might allow these variant traits, all of 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.

Eberron: Rising from the Last War

Mark of Finding

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

Mark of Handling

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

Mark of Making

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

Mark of Passage

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

Mark of Sentinel

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

Plane Shift: Dominaria

Keldon

The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical Keldon’s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere — sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.

Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent — and no small number of Keldons still consider these qualities virtues rather than vices.

The humans of Keld have the following traits, which replace the standard human traits presented in the Player’s Handbook.

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. Keldons reach adulthood in their late teens and live less than a century.
  • Alignment. Keldons tend toward chaotic alignments, and many walk a fine line between good and evil.
  • Size. Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Keldon.
  • Natural Athlete. You have proficiency in the Athletics skill.
  • Keldon Resilience. You have proficiency in Strength saving throws.
  • Icehaven Born. You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Plane Shift: Innistrad

Innistrad’s population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia’s urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character’s home province.

Human characters on Innistrad have the following traits. If you use these human traits, do not use the variant human traits presented in the //Player’s Handbook. As well, in campaigns that use feats, characters should not be allowed to choose feats that duplicate any provincial traits.//

  • Age. Humans reach adulthood in their late teens and live less than a century.
  • Alignment. Humans tend toward no particular alignment.
  • Size. 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.
  • Languages. You can speak, read, and write Common and one extra language of your choice.
  • Provincial Origin. Choose one of the four provinces of Innistrad as the place of origin for your character: Gavony, Kessig, Nephalia, or Stensia.

Gavony

Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.

  • Ability Score Increase. Your ability scores each increase by 1.

Kessig

For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.

  • Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1.
  • Forest Folk. You have proficiency in the Survival skill.
  • Fleet of Foot. Your base walking speed is 40 feet.
  • Sure-Footed. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • Spring Attack. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.

Nephalia

Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields.

  • Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.
  • Breadth of Knowledge. You gain proficiency in any combination of four skills or with four tools of your choice.

Stensia

Countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.

  • Ability Score Increase. Your Strength and Constitution scores each increase by 1.
  • Daunting. You have proficiency in the Intimidation skill.
  • Tough. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.