Thursday, August 10, 2023

D&D Common Races : Human

Races... In this world, in real life, the races we know is that humans are differentiated by their physical looks. There are mongoloids, Caucasoid, Asian, and so much more. Well, how will you react if I tell you that races in D&D are far, FAR more unique than the races we have in real life? Well, embrace yourself, cause we're gonna dive in to some of the most popular races that we might commonly know as mystical creatures in real life. And this time, we're gonna dive in to the race of Human. Yes, us.


This is a picture of a human. Not a real one. And no, there aren't any races that I mentioned in the top, like mongoloid etc. No. This is just... humans. Plain ol' humans.

Humans have a few features, such as their age being less than a century, which is a shame, a Medium size, a base walking speed of 30 ft., and Humans can also speak, read, and understand Common and one extra language of your choice. But Humans can also learn languages from other people in their journey as they go on. So if they're friends with people from another race, they can understand their own languages as well, but of course, it takes time.

Humans also has sub races. Still not the one I mentioned earlier, but there are many various kinds of Human sub races. Here is literally... all of the existing (and official) ones. I'm also going to rate them on how I think they are worth of personally. Just to make your character making a little simpler than it has to be. 

Standard Human (4/10) 

Source : Player's Handbook

This is your standard human. It's what the name suggested as well. And the effects of a Standard Human are also VERY, VERY standard. Player's Handbook has really made them plain. Like us, I guess.

The features that you get as a Standard Human is an ability score increase. And all of them are increased by 1. Literally all of them. Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. All increased by 1 score. Again, this is QUITE the boost that it got, but that's it. An ability score increase on all of the stats, and done. I don't use this that much, really. 

Variant Human (9/10)

Source : Player's Handbook

If you REALLY, REALLY want your character to be a human, but don't want them to be, meh, well, here's an option for you. Variant Humans. This has so much options and more division to this sub race. We'll discuss the normal feature first.

A normal Variant Human can get an ability score increase, but not as OP as the Standard one. You get to choose 2 of those stats to be increased by 1 score. And that's not it. You can also gain proficiency in one of your skills, which are quite neccessary for roleplaying stuff. And the best part is obtaining a Feat of our choice. Gaining a Feat in early-game, and you can choose them, is quite a HUGE thing. So I would REALLY recommend you picking this one. 

But there are more subs in this sub races. All of them are Variant Humans that were given Marks. There are 5 kinds of Marks in Variant Humans, which sadly eliminates all of the features you get from a normal Variant Human, but it expands their mastery in one specific thing. These 5 marks are Finding, Handling, Making, Passage, and Sentinel. The sources for all of these marks are from Eberron - Rising from the Last War. 

Variant Human : Mark of Finding (9/10)

If you want your character to be able to hunt people, investigate a location, or even finding an item that they accidentally lost (which is a canon event), this is your choice. This also comes with a LOT of features as well.

First of, you gain ability score increase, especially on Wisdom by 2 and Constitution by 1. You also get Darkvision, which is very good, and rare, which makes you able to see in dim light as if it were bright light and darkness as if it were dim light. All in a radius of 60 ft, but you can't discern colors. You also have Hunter's Intuition, which allows you to add a d4 (dice 4) to your Wisdom (Perception) and Wisdom (Survival) checks, which can be useful sometimes when you need a good clutch. 

That's not all. You also have Finder's Magic, which allows you to cast Hunter's Mark spell, and later on 3rd level, Locate Object spell. Hunter's Mark allows you to add 1d6 extra damage to your target, and have advantage on Wisdom (Perception) and Wisdom (Survival) check you make to find this creature, and Locate Object allows you to sense the direction of an object's location that is familiar to you, as long as the object is 1,000 feet, and if the object's in motion, you know where it goes. It also can locate a specific object you know, as long as you have seen it within 30 ft for at least once. You can only cast one of these spells for once every long rest, and Wisdom is your spellcasting ability for this. For hunters, this is a VERY GOOD option, let me tell you.

A few more features are that you know Common and Goblin Language, which is kind of weird for a human to understand Goblin languages, but I won't question that one. It also allows you to have access to Spells of the Mark of Finding to the spell list of your Spellcasting class, which opens a new strategy for your character. Which wraps up ALL OF THAT features we discussed in Mark of Finding. 

Variant Human : Mark of Handling (7/10)

If you are very fond of nature, especially with animals, ANY kind of animals, then THIS is your best option to make that happen. Not my personal best, so I gave it a 7,5, but for you animal lovers, this may change from 7,5 to 10 in an instant. There are also so many features in this one, so listen up, boys.

First, we got ability score increase to your Wisdom by 2 and any other stat by 1. This is optional. Then, we have Wild Intuition which allows you to add d4 (dice 4) to Wisdom (Animal Handling) and Intelligence (Nature) checks. Also for clutch situations over here. They also have The Bigger They Are, which may sound body shaming, but no. It's just targeting a Beast or Monstrosity with Animal Friendship or Speak With Animals if it's Intelligence is 3 or lower, which can be explained by the next feature. 

The next feature being Primal Connection, which allows you to cast Animal Friendship and Speak With Animals and only cast on of these for once every long rest with your Wisdom as your Spellcasting ability. Animal Friendship allows you to take a chance to charm a beast. If it's Intelligence is 4 or higher, this fails, but if it's lower (making it dumb), it makes the beast do a Wisdom saving throw or else, it'll be charmed by you. This'll end if your companions harms the target, though. Party poopers. Speak With Animals allows you comprehend and communicate with beasts for 10 minutes, as the name suggests. This can go through several outcomes in campaigns, but again, it's up to the DMs to decide where this'll go.

If you also have a spellcasting class, you may add Spells of the Mark of Handling to the spell list of your class, which have a few more spells that can be said as "quite useful."

Variant Human : Mark of Making (7,5/10)

If you want your character having a lot of craftsmanship to their lives, this is the Mark you'll need. Cause in this sub race, you don't even need to be an Artificer class to craft things. Let's dive in, shall we?

First, as usual, we have ability score increase of Intelligence by 2 and any other stat by 1. You'll also have Artisan's Intuition, which allows you to add a d4 (dice 4) to your Intelligence (Arcana) checks or any Ability Checks that involves Artisan's Tools. You also get Artisan's Gift, which gives you a proficiency in one type of Artisan's Tools of your choice.

Like all of the other Variant Humans with marks, they all know more spells. For this one, it's called Spellsmith, which allows you to cast Mending and Magic Weapon for once every long rest, with Intelligence as your Spellcasting ability. Mending allows you to repair any object with a touch. Not restoring magic though. Only repairing physical damages. Magic Weapon allows you to make a nonmagical weapon magical with a touch, which adds +1 bonus to attack and damage rolls made with that weapon for as long as the spell duration is.

As usual, if you have a Spellcasting class, you gain Spells of the Mark of Making to your spell list, which are decent, in my opinion.

Variant Human : Mark of Passage (9,5/10)

This is a race that you would want for your character if you want your character to have very high mobility PLUS being able to operate and/or maintain a Land Vehicle, which is very cool to have, but you're gonna be cool once someone has a Land Vehicle. (which is not a lot. Trust me-) But a very solid choice.

This race has ability score increase to your Dexterity by 2, and any other stat by 1. You'll also gain Courier's Speed, which makes you base walking speed by 35 ft. You'll also gain Intuitive Motion, which allows you add a d4 (dice 4) whenever you make a Dexterity (Acrobatics) check or any Ability Check involving operating or maintaining a Land Vehicle. Acrobatics checks are often seen in campaigns, so these are useful. Plus the Land Vehicle stuff. Way better.

You'll also gain a feature to learn a spell, but not 2, instead, you only learn 1 spell, which is Misty Step. Magical Passage allows you to learn this spell for once every long rest with Dexterity as your Spellcasting ability (which is rare). But Misty Step, is RAD. You can literally teleport up to 30 ft to an unoccupied space that you can see. You. Can. Teleport. How cool is THAT? It's also very useful to get around tricky situations in combat, which is just... great!

Oh, and you also learn Spells of the Mark of Passage in you spell list if you have Spellcasting class, which has a few more spells to move around, such as Jump, Pass Without Trace, and even Teleportation Circle! You ever want to be Doctor Strange? Here's your choice.

Variant Human : Mark of Sentinel (9/10)

The last Variant Human Mark, the Mark of Sentinel, allows you to basically become a very, VERY protective and bulky tank. If you want to be a somewhat Tank role in your DMs, this can be a good option for you.

Your ability score increase affects on your Constitution by 2 and your Wisdom by 1. You also gain Sentinel's Intuition, which allows you to add a d4 (dice 4) to any of your Wisdom (Insight) and Wisdom (Perception) checks. You also gain Vigilant Guardian, which really makes you very protective. If a creature that you can see within 5ft 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. You can use this once every long rest. And since you have quite the Constitution boost, you'll be tanky enough to bulk the attack. 

You'll also learn a spell. A spell, not spells. You only learn Shield spell from Guardian's Shield feature. Of course, once every long rest and Wisdom as your Spellcasting ability. Shield allows you to make an invisible barrier that allows you to add +5 bonus to your AC until the start of your next turn. Additionally, you take NO damage from Magic Missile spells, which can be a little bit annoying, sometimes. Sometimes.

You also learn Spells of the Mark of Sentinel to your spell list if you have a Spellcasting class, which is VERY uncommon if you choose to be a tanky person. A tanky person would usually be a Barbarian class, or any of the physical fighters. Not spellcasters. But hey, it's all up to you. 

Keldon (Dominaria) (8/10)

Source : Plane Shift - Dominaria

This version of human is just human... but not a human at the same time. They're just built different. Nearly all adults stand over 6ft tall, and taller than that are not uncommon. They are massively muscled and have grey skin. This is just a version of human that adapts on where they live, which appears to be very cold. 

They have very different features from the Player's Handbook. Here are all of them.

First, ability score increase of Strength by 2 and Constitution by 1. They live less than a century, their size is medium, despite being way higher than normal humans, and has a base walking speed of 30ft. They can also speak, read, and write Common and Keldon languages. 

Their more unique features are Natural Athlete which gives them proficiencies in Strength (Athletics) checks. Keldon Resilience which gives proficiencies in Strength saving throws. And also, they gain Icehaven Born, which means they are naturally adapted to cold climates. 

These people are just the real definition of 'built different.' They're absolute gigachads who clearly are higher, stronger, better cold resistances, and (not to be racist) grayer than Standard Humans, which I give a thumbs up, 'cause Standard Humans are lame. Seriously. 

Human (Innistrad)

Source : Plane Shift - Innistrad

Innistrad Humans, we could also say. These people are just Standard Humans, but their regional home province in Innistrad just built them very differently. Locals always say that 'Diversity among people comes not from race, but from each home province.' We, in real life, found that hardly simple. There are 4 province. Gavony, Kessig, Nephalia, and Stensia. 

Gavony (4/10)

In this province, the humans are the most well-rounded people of Innistrad. And because of the well-rounded thing, they all LITERALLY have the same features as STANDARD HUMAN DOES. Ability Score Increase to all of your stats by 1. This is just the Standard Human, but different language. I still dislike plain stuff. 

Kessig (9/10)

In this province, life is work. Literally. Kessigers are farmers, millers, weavers, stonemasons, and so much more. This makes them self-reliant, pragmatic, plainspoken, but not so plain in the feature variations, though. At least not as plain as Gavony. YOUR WELCOME, GAVONY.

The features are ability score increase of Dexterity and Wisdom by 1. This also comes with Forest Folk, giving them proficiencies in Wisdom (Survival) checks. They also have Fleet of Foot that increases their base walking speed into 40ft. They never skipped leg day, I guess. Their mobility didn't stop there. They also have Sure-Footed, which denies the need of extra movements when they're Dash-ing in difficult terrain, and also Spring Attack, which makes attack towards a creature, not provoking opportunity attacks from that creature, which is very useful to have when you're literally the speed

Nephalia (6/10)

Humans in Nephalia are rather... unique. They just maintain a semblance of normalcy, buying and selling goods across Innistrad in their always-bustling markets, setting out to sea in tiny fishing boats, and have a very deep connection the sea and... marketing? This gives them ability score increase of Intelligence and Charisma by 1, and since they travel all the time, they gain Breadth of Knowledge, which allows them to gain proficiency in any combination of four skills or four tools of your choice. Not the best option, don't know why anyone will pick this, but it's STILL BETTER THAN GAVONY. 

Stensia (8,5/10)

This province is... just cold-hearted. This province have taught themselves to guard their hearts after lost children and neighbors due to vampire strongholds or some sort. They're proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces, making their features... not that different from their characteristics.

First, ability score increase of Strength and Constitution by 1. They also have Daunting, which gives them proficiencies in Charisma (Intimidation) skills. They also have this very useful feature, which is Tough, which increases their maximum hit points by 2 and by 2 every time they gain a new level. For people who wants to get a little more bulkier than they already are, this is fantastic... and brutal, somehow...


Now, that is all of the official DnD 5e Human race descriptions. I hope this will help you in summarizing a few things that you may need when you want to make a human character, and I also hope that you'll be able to make a wonderful and powerful race and class combination that makes your character more OP than they already are. That's all. Peace Out!
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1 comment:

  1. Did not expect you to go in depth about this matter but I'm loving it so far man

    ReplyDelete

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