- 2/17/2017 – Changes: Winderi clarification on movement and attacks of opportunity.
- 4/22/2017 – Changes: Crealocheli can no longer heal themselves, may use their ability up to an amount of time equal to their proficiency each short rest. Their ability is now a bonus action, and may target creatures multiple times.
- 4/28/2017 – Errata changed for Kernaugh as exotic weapons are not in 5e. Now gains armor proficiency.
Humans were the first mortal race upon the world, born of the Fool and Compassion’s love. Spreading far and wide, humans are possibly the most plentiful race in Falleron. While humans are often seen as weak in some fashion by the other races of the world, it should be remembered that each of the other races were born out of rivalry from humanity itself and humans frequently can become as strong, fast, wise, or clever as the other races through practice and upbringing.
A Broad Spectrum
With their penchant for migration and conquest, humans are more physically diverse than all but the Werefolk. Standing between four and seven feet tall, and boasting of a wide range of skin and hair colors, there is a great deal of variation between human appearances depending upon where they have settled over time. Humans frequently have the blood of their closest cousin races, and many have a dash of Clont, Fae, Werefolk, or Vampire blood in them, gaining a small amount of the traits of those races.
Humanity in ancient times spread to the seven great lands of Falleron, and to this day is largely defined by these diverse regions. Due to the vast distances between their cultures, humans have a wide range of social structures, though they frequently tend to congregate into large, structured societies fixed around specific political ideals. Revalians, for instance, value personal liberty over all else and have a loose clan society that gathers together only at the greatest need, while the Orlandian Empire boasts a powerful state law system that influences nearly all aspects of life within its borders. Human families tend to vary just as much, with regional variations of kinship and courtship rituals. A handful of similarities encompass all human cultures, such as the giving of rings to loved ones in honor of the Fool and Compassion, worship of the eight gods, veneration of the Fool and Compassion, and respect for the high goddess Peace. While there are regional variations in the genders, identities, and natures of their progenitors, Humans venerate the gods of the Fool and Compassion over all other deities.
Magic and Technology
Humans have a moderate magical affinity and many humans learn the magical arts. Several large schools of magic exist around the world, with the Versity Magic College being the largest and most prestigious (though far from the only such place of learning). While magical use is not uncommon in larger cities, small human communities generally only have one or two learned magicians of various calibur and more pragmatic solutions to problems are generally preferred over magical.
Humans are inherently clever with machinery and devices and have drive the development of technology across the world. From firearms to engines to airships, Humans have made their mark on the world by harnessing what is naturally occurring in the waking world rather than trying to alter it by tapping the Faewild for magics. While combinations of these arts are uncommon, a few danger-seeking individuals attempt to harness both technology and magic together to often disastrous results.
While it is hard to make generalizations about humans, some things tend to be true across all of them.
- Ability Score Increase. Humans tend to be raised to have some physical traits be more important than others. Humans start with +2 to one ability score and +1 to a second ability score of their choosing.
- Age. Humans reach adulthood in their late teens and live less than a century in most cases.
- Alignment. While outliers of humanity can be found of all alignments, most humans trend towards neutral, focusing on what is directly in front of them.
- Size. Humans vary from 4 to 7 feet in height, and from 90 to several hundred pounds depending on the individual. They are always considered Medium in range.
- Speed. Your base walking speed is 30 feet.
- Human Curiosity. Humans have a curiosity about them they inherit from the Fool, and from that heritage you gain proficiency in one skill of your choice.
- Human Tenacity. Humans frequently surprise the other races with their tenacity, and gain one feat of their choice.
- Languages. Humans can speak Ovidic (Common), along with the language of their homeland (Orlandian, Revalian, Avalonian, Kernaugh, Old Heartlandic, Meridian, Brevardrim, or Crealocheli).
Subraces. Humans come from a number of regions and cultures. Choose a subrace from the following.
Human Regional Options (Pick One):
The Kingdom of Ovid
Note: Most campaigns have historically taken place within the Kingdom of Ovid.
The Kingdom of Ovid is a vast and diverse realm, and one of the only places in the world where humans and other folk of every kind are jumbled together in war, conquest, love, and friendship. Ovidian humans tend to be a hearty folk, hundreds of years of fighting and surviving much of the worst of what every race has to offer, humanity included, tends to toughen up even the slightest of humans. Ovidians don’t tend to venerate any god or goddess over any of the others, having more pressing matters at hand such as survival.
- Language. Players from the Kingdom of Ovid start the game with one other language of their choice in addition to Ovidic (Common).
- Regional Variance: Pick one of the following Ovidian Regional traits:
- Adairian Opportunist: You don’t survive long in a land as chaotic as Ovid without taking the advantage wherever you can find it; and that’s what Adaire does best. Throughout history the barons of the Adairian hills have struck first, backstabbed their enemies when they weren’t looking, and otherwise predicted and profited off of the misfortunes and troubles of the realm. You have quick reflexes for trouble, and gain +2 to initiative rolls. In addition, you may make two reactions each round.
- Lockwood Watch: The Lockwood is a vast forest covering most of southern Ovid. Filled with fae, fear, and frightening monsters too horrific to imagine, it long has been left untouched by man. Those who live within the shadows of the trees have learned to be wary of the night and keep to their shelters and safety. Whenever you are in control of a source of light (torch, light spell, etc.), those within the range of your light gain immunity to fear and charm spells and abilities. In addition, you may add 1d4 fire damage (physical light source) or radiant damage (light spell) to your non-magical attacks made within your source of light. This ability has no effect in bright locations, such as direct sunlight.
- Grandmill Industries: Rocket Boots: While others plan for trouble or try to react to it, humans from Grandmill design their machines to rise above it (literally). You have designed or inherited a set of rocket boots specifically tailored to your feet. While wearing these boots, you gain the ability to rocket-jump a total distance equal to your movement (measure both length and height as part of this combination). Should you end your total movement in the air, you take fall damage as normal. The first attack you make after this jump gains an additional +5 damage. If you use your rocket boots in combination with the Charger feat, the benefits from both stack.
- Grace of the Heartlands: The folks of the royal province of the Heartlands seem to have avoided most of the troubles the realm faces. They claim their peacefully valleys are blessed by the gods, and their faith seems to support this belief. Those from the Heartlands may, once per long rest, rely upon their faith to avoid a single attack, pass a single save, or stabilize when reduced to below 0 health.
- Provincial: In the rural communities of Ovid one mostly struggles with the day to day needs of farming, ranching, and local cottage industries that define the daily life. With travel from your home to village and back being a lengthy affair, you have come to appreciate the need of a trusty and loyal mount to see your missions fulfilled and to flee from any harmful trouble that comes your way. You gain the ability to cast the Find Steed spell as a cantrip once per short rest. (Note: Provincial may be used as a replacement for any nation’s human racial feat. Keep the language of that nation if this replacement is made).
- Metropolitan: Residents of the capital city of Kingsbridge, and indeed most of the major cities in the realm, choose to rely upon the defenses of their cities to protect them from trouble. Once per day you may attempt to summon guards to protect you. The guards surround you to a distance of 15 feet for the duration and appear as either the local garrison, a hunting party, a gang of friendly bandits, various woodland or urban critters (such as rabbits, birds, rats or racoons, etc.) or other relevant entities as determined by your GM. Creatures not friendly to you are affected by these guards. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 bludgeoning damage from the guards. On a successful save, the creature takes half as much damage. The guards will protect you for up to 5 minutes before moving on. (Note: Metropolitan may be used as a replacement for any nation’s human racial feat. Keep the language of that nation if this replacement is made).
- Versity Academy Student: The students of the Versity Magical Academy train to be scholars of the magical arts in all of their forms. When trouble calls, they face it using the magical arts, often for longer than rival spellcasters would think possible. Whenever you take a short rest you may choose to sacrifice a hit die to roll 1d4 to recover expended spell slots. The spell slots can have a combined level that is equal to the result of your roll (so if you roll a 4, you can restore up two level 2 spells or four level 1 spells, etc.). You may not restore spells above level two in this manner. This may be used along with the wizard’s Arcane Recovery ability, but both resolve separately. Classes that prepare spells may only recover spells that were prepared for that day.
- Swampfolk: Some folk try to avoid trouble altogether by living in the swamps, wetlands, and harsh wildernesses hidden throughout Ovid. It works, more or less, mostly through these hearty folk taking care of their neighbors when times are tough. Your time in this hostile environment has granted you immunity to poisons and diseases. Whenever you take a short rest, you may sacrifice a hit die to take care of your allies with home-made field rations. Roll the hit die as normal, you may heal all party members but yourself for this total. (Note: Swampfolk may be used as a replacement for any nation’s human racial feat. Keep the language of that nation if this replacement is made).
The southern realms of the Avalonian Republic are known for their unique and egalitarian rule of government. Every man and woman in the realm gets to earn their right to vote for the rule of the realm, and so long as they are strong enough to fight for their desires, can prove their worth as citizens through trial by combat in either protecting their borders or fighting for glory within their vast network of arenas. Avalonians value strength above all else: Strength of Body. Strength of Mind. Strength of Will. They admire these traits above even the gods, and tend to be an agnostic realm with little interest in the divinities. Regardless of their original creation, Avalonians prize their strength in themselves and confidence in their skills over relying upon divine intervention or assistance. Equal parts prideful and capable, many humans find them a great benefit to their cause, even if they can be a bit full of themselves at times.
- The Avalonian Argument. Choose Strength, Intellect, or Wisdom. You may occasionally choose to the chosen ability check in place of any other skill, check, save, or attack roll using your physical strength, superior intellect, or steadfast resolve instead of the roll demanded. This resets on a short rest.
- Language. Players from the Avalonian Republic start the game with Avalonian in addition to Ovidic (Common).
No human realm has seen the suffering and destruction that the Brevardrim know and live. Once a stable, prosperous empire, the Brevardrim people were decimated in a series of wars filled with terrors both magical and technological. Much of their homeland remains an unlivable wasteland, with only the cities and villages on the farthest edges of the wastes remaining untouched by the malevolent spirits of death and destruction that wander their abandoned cities. Venerating Morrigan and Samhain as much as their progenitors, the Brevardrim embrace the terrors they face on a regular basis with an acceptance and uncanny courage that many other humans find bizarre. One minute a Brevardim might accept the wholesale destruction of their homeland as inherently beautiful, yet the next they might fight tooth and nail against a minor slight against their character. A volatile people indeed.
- The Brevardrim Remnant. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll one of your hit die. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or Long Rest.
- Language. Players from the Brevardrim start the game with Brevardrim in addition to Ovidic (Common).
The peoples of Crealocheli are secretive and few in most realms. In their own lore, they are the descendants of those who sheltered the Fool when the world was lost to Compassion, being the only people to remain true to their original natures. On their island is the Hall of the First Men, where Compassion and the Fool brought humanity to the world. Kind and compassionate over all else, only the secretive nature of their hidden homeland prevents crueler beings from overwhelming them. Crealocheli are known for their innate healing abilities, and those with their blood in their veins are frequently found in hospitals and temples throughout the land spreading the word of compassion. They are also known for their self-depreciating humor, a trait they retain from the Fool. Unlike many other humans, they venerate none but the Fool and Compassion. Leaving Crealochel is not done lightly, as once they leave the wandering island it is impossible to return.
- Crealocheli Compassion. While many humans choose to ignore their heritage, their natures often encourage them to be compassionate to the weak and suffering. Crealocheli may, as a bonus action, touch another creature and cause it to regain a number of hit points equal to your level. You may not use this on yourself. You may use this ability a number of times equal to your proficiency bonus. Upon completing a short or long rest your pool of uses refreshes.
- Language. Players from the Crealochel start the game with Crealocheli in addition to Ovidic (Common).
Kendredai, the Dark Island. Few humans indeed live in that accursed land. The only settlement of note, Daytown, looms in the damp mists as a modern township amongst the unknowable evils that haunt the inner depths of the island. One must not see this city as safe, for in basements and on balconies, creeping amongst the rooftops and swimming along the canals are terrors too horrifying to mention. While constructs are plentiful in Kendredai, programmed to ignore or restrain the horrors of the isle, the humans of the realm manage to ignore the intense gloom and growing dread that haunts their footsteps.
- Kendredai Investigator: For a true, hard-boiled citizen of Kendredai no mystery is beyond solving, be it the neighbor’s missing cat (eaten by a eldritch beast) or the mystery of that femme fatale’s lost statue (the butler did it). Each day you may choose a new mystery to solve. Whenever you succeed at an Investigation, Persuasion, Insight, Nature, or Arcana check to gather clues about your mystery you may choose to sacrifice a hit dice to gain inspiration. Once this ability occurs, it may not occur again until after a short rest.
- Language. Players from the Kendredai start the game with B.A.S.I.C. in addition to Ovidic (Common).
Holy Dominion of Kernaugh
Kernaugh was once a tiny village, home to a young woman named Amalas who, in time, became known as the physical manifestation of Compassion upon the world. This fact was highly contested by nearly everyone but her followers, which led said followers to defend her life with a resolve and skill that bordered upon the fanatical. Long after her death, the Faith Militant of the Church of Amalas remained and her town grew into a holy city by many from around the world. What is now known as the Holy Dominion of Kernaugh was once a number of Orland provinces (Gauferid, the Zephyr Isles, and Syvantos), all conquered and held by the Faith Militant. With bordering Orlandian, Winderi, and Meridian interests all nervous at the rate of this nation’s expansion, the people of Kernaugh remain faithful to their martial tradition and see enemies on all fronts.
- Faith Militant. All faithful sons and daughters of Kernaugh spend time in training as part of their civic and spiritual duties. From your time in this service you gain proficiency in shields, light, medium, and heavy armors and, once per short rest, may draw upon your faith to gain advantage on a single attack roll with a weapon you are proficient in.
- Language. Players from the Kernaugh start the game with Kernaugh in addition to Ovidic (Common).
The Prefecture of Tarchay
The Prefecture of Tarchay was once a minor corner of the Brevardrim Empire, one city of many dominated by that ancient and glorious culture. When the breach was opened in the Brevardrim capital, the nation was torn apart by the magics and monsters unleashed from the deep places of the earth and Tarchay became isolated from the rest of their kin. Over time the Prefecture gained defacto, and then overt independence and now stands as a powerful city-state with influence across the world. A good portion of this influence comes from the construct-based mail and parcel delivery service based in the capital of Tarchay that many nations of the world have come to rely upon.
- Personal Mailbot. Tarchay is home to the Mailbot Delivery system, a massive network of lesser constructs that delivers timely packages across many of the realms (some restrictions apply, void on the Faewild). You may, once per short rest, summon a mailbot to deliver a message through the mailbot system, or to deliver an attack or skill check to anywhere within 100ft of your location that you could directly walk to. You roll the attack or skill check as normal, and the Mailbot moves to the location to deliver it. The mailbot may be waylaid by hostile creatures, which if they make a successful reaction attack of opportunity will destroy the mailbot until your next short rest.
- Language. Players from the Tarchay start the game with Brevardrim in addition to Ovidic (Common).
The Meridian Islands
The peoples of the Meridian Islands tend to be the smallest of humanity, yet often the most energetic. Venerating the gods Gein and Tamberlain as much as their progenitors, they have a powerful fire within them to bring joy to those around them and protect those they love. Yet they also can be prone to greed and excess when they take their passions to the extreme. Many of the most generous in history, along with some of the most dreaded pirates, come from Meridian heritage.
- Meridian Fire. Meridians have a natural affinity to flames and gunpowder, and can draw upon their very essence to draw fires into life. You gain the cantrip firebolt and once per short rest may draw upon your spirit to cast any spell with the fire descriptor, or any ranged attack roll with a firearm or Thunder Cannon, with advantage. Charisma is your spellcasting ability for this cantrip if you do not have a casting class, otherwise it is the ability of your class. This resets after a short rest.
- Language. Players from Meridia start the game with Meridian in addition to Ovidic (Common).
The Orlandian Empire
The Orlandian Empire marched across the western continent in a conquest dominated by innovation and cunning as great generals and tacticians commanded vast armies in inspired conquest. After centuries of eternal war, the realm was unified under a single Empress and under her divine rule the realm remains eternally peaceful and orderly, or so they will claim. In reality, there is much to fear within the realms of Orland and the Imperial Legion, with all of their gold-armored glory, is only the face for a much more sinister network of informants and assassins that keep the order in this most serene empire. There is a madness within the gold filigree of high society in Orland, one that demands honor must be upheld for a brush in the gilded hallways of the nobility even while peasants starve in the squalid slums but a block away. Still there is a beauty in all they create, and even with the vast inequities of the empire many of the greatest bards, artists, and courtesans hail from its shores. Venerating Mab and Auberon as their progenitors, Orlandians tend to seek the beautiful, even if it is only skin deep.
- Imperial Seal. You, or an ancestor, have done a service to the Empress of Orland and have been presented with an Imperial Seal as way of thanks. You may present this seal as needed to appeal to the authority of your cause. When making a skill roll, save, check, or spell attack that uses Charisma, you may brandish your Imperial Seal to add one of your hit die to the total of the check, save, skill, or attack roll.
- Language. Players from the Orlandian Empire start the game with Orlandian in addition to Ovidic (Common).
Freeholds of Revalia
The peoples of Revalia are known for their fortitude in drinking, fighting, and enduring the bitter cold and harsh wilderness of their northern homeland. Venerating Alethia and Selnoir as much as their progenitors, they fight a constant battle against the nature of their homeland and the perils that would thwart their independent way of life. Revalians tend to be single-minded in their pursuits, be they protecting the weak or vengeance, making them both fast and reliable friends and implacable enemies.
- Revalian Courage. Nothing fortifies the soul and musters courage against opposition quite like liquor. You may, as a bonus action, drink an alcoholic beverage to gain the effects of the heroism spell. Constitution is your spellcasting ability for this spell. This resets after a short rest.
- Language. Players from Revalia start the game with Revalian in addition to Ovidic (Common).
The southern forests of the Orland Continent are a dense realm of giant redwoods. In the Winderwood, it can be difficult to see the sky upon the ground, leading the inhabitants to live amongst the trees as often as not. When the Orlandian Empire came to the forest, they found a peaceful people that were easily cowed. But once the Empress demanded more and more of the forest to be cut down for her palaces, the people rebelled. Over a hundred years later, the forest remains in a state of open rebellion, constantly fighting at its borders to keep out the Imperial Legions. Criminals, dissidents, and disenfranchised nobles from across the empire have flocked to this new bastion of freedom and continue the fight to this day.
- Winderi Tactics. The century-long rebellion of the Winderwood province of Orland has bred a people familiar with escaping from hardship and facing impossible odds by standing together. Whenever you have two or more hostile creatures within 5 ft of you and begin a move action, those creatures may not provoke attacks of opportunity on you during this move action. Whenever you have one or more allied creatures within 5ft of you may use your bonus action to grant advantage on an adjacent ally’s next attack roll.
- Language. Players from Winder start the game with Orlandian in addition to Ovidic (Common).
You are a person without a homeland, wandering the wilds with neither people nor roots to tie you down. Over the years you have seen many lands, but have not stayed in any of them long enough to be settled. You take chances, and rely on nothing but yourself to see you through your travels.
- Desperate Chance. You have faced down death many times on your travels and lived to tell the tale, if only just barely. Whenever you make a roll, be it attack, damage, skill, save, or check (but not a death saving throw), you may choose to reroll the result by spending a death saving throw and take the second roll. If that roll is under 10, you take a failed death saving throw regardless of your hit points. Death saving throws do not reset upon successful stabilizing for you, and instead only reset after a short or long rest. Should you reach three and your health is at 1hp or above, you take no ill effects, however if your health is then reduced to 0, you immediately take fatal damage and die.
- Language. Wanderer players start the game with Thief Sign in addition to Ovidic (Common).