MercuryAlloy
2020-10-26, 06:25 AM
I feel that humans in DnD is a bit too generic, so I decide to make humans of my own. I think they may be a bit unbalanced, so if you have any ideas how to make them better please spare them)
A simple men and women, living a common life of farmers and craftsmen and rarely facing anything supernatural. They are not gifted with strength, wisdom or nimbleness. They may seem defenceless against supernatural, but humans have three feats that let them survive even the most dreadful situations: determination, adaptability and wit.
Human tend to see themselves ether as a chosen race, ether as a race that should take responsibility for all wars it participates, destruction of nature, etc. However, many races view themselves in a similar way. What makes humans really unique is their carving for trade: for the sake of trade they became the best in building roads, ships and horse-riding, create banking and companies. The trade lets them settle all across the world and befriend races that can't stand each other.
Ability score increase. You don't have any – you just a human.
Human determination. Humans never gives up and try to go to the end. You may reroll any ability check, initiative roll, saving throw, attack or damage roll. Once you use this ability, you can’t use it again until you finish a long rest.
Human wit. You get +2 bonus to all check with non-standard application, for example then you try to throw flask off holy water from sling, crushing tree on an enemy instead of common attack, etc.
Human adaptability. Human culture is rich with different skills and crafts, with stories, prayers and spells stored in folklore. Culture keeps everything that is needed for survival and that is one of the things that makes human so adoptable. You can choose 2 options from the list below. You may take the same option twice.
Gain proficiency with any skill, weapon or tool.
Learn an additional language
Learn a cantrip from a wizard or cleric spell list. Cantrip must not have any visible effect, such as creation of light, rocks, etc. List of allowed spells from PHB include: Blade ward, Friends, Guidance, Message, Resistance, Spare the dying, True strike. You prime ability is Charisma for Wizard spells and Wisdom for Cleric spells.
In the monarchist, feudal world of medical fantasy not all humans are equal. Some are destined to be greater than others. Sharing the blood of gods or reaping the benefits of choices their predecessors once made some tribes, clans and houses destined to give birth to heroes. Heraclides, Nibelungs, the folk of the goddess Danu, you name it.
Ability score increase. Increase any of your abilities by 2. Hero folk may be gifted in any area, but usually only in one.
Heroic determination. You may proclaim any your attack roll, ability check or saving throw a natural 20. Once you use this ability, you can’t use it again until you finish a long rest.
Heroic will. You gain advantage on all Wisdom saves.
Excellence with or without weapon. You gain +1 bonus to attacks made with a weapon of your choice or unarmed attacks.
In the nearby forest, right over the stream that farmers usually don't cross, lives a tribe or maybe a folk, that doesn't wear cloths, except those ones that were made out of hides, leaves and straw, the folk that is untainted by the corruption of cities: alcohol, libertinism or gambling, and that is still leave as a part of nature. They called forest folk by the people of the farms and towns.
Forest folk does not know hard routine of craftsman or peasant, they don't know war since they don't know iron, or diseases that didn't come from civil people. They spend their live in hunt, gathering and overall survival, wasting no time on sophisticated maters such as philosophy, politics, science or high art.
It's said that they have affairs with fairies and elves, if not with forest demons.
Ability score increase. Increase your Dexterity, Strength, Constitution and Wisdom by 1. As a child of nature you are gifted in everything that's needed for your survival.
Woodland survival You gain advantage on all Intellect (Nature) and Wisdom (Survival) checks related to your type of forest.
Life in the forestWhile traveling for an hour or more in your type of forest, you gain the following benefits:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Natural medicine. You can use Wisdom (Survival) check instead of Wisdom (Medicine) check.
Untainted grace. You gain advantage against being charmed, be it a fey ancestry or resistance of pure untainted heart to vices and temptations.
Illiteracy. You are can not read or right unless you are a wizard or druid. Druids of forest folk literate (if you can call it that way) only in Druidic language.
Inexperienced drinker. You gain disadvantage on all saves against alcohol. That may include saves to resist addiction if your master decide to be evil.
Live without diseases. Most diseases came from cattle, ancient curses and from over the sea. Your people never had a chance to adapt to them. You gain disadvantage on all saves against diseases.
A simple men and women, living a common life of farmers and craftsmen and rarely facing anything supernatural. They are not gifted with strength, wisdom or nimbleness. They may seem defenceless against supernatural, but humans have three feats that let them survive even the most dreadful situations: determination, adaptability and wit.
Human tend to see themselves ether as a chosen race, ether as a race that should take responsibility for all wars it participates, destruction of nature, etc. However, many races view themselves in a similar way. What makes humans really unique is their carving for trade: for the sake of trade they became the best in building roads, ships and horse-riding, create banking and companies. The trade lets them settle all across the world and befriend races that can't stand each other.
Ability score increase. You don't have any – you just a human.
Human determination. Humans never gives up and try to go to the end. You may reroll any ability check, initiative roll, saving throw, attack or damage roll. Once you use this ability, you can’t use it again until you finish a long rest.
Human wit. You get +2 bonus to all check with non-standard application, for example then you try to throw flask off holy water from sling, crushing tree on an enemy instead of common attack, etc.
Human adaptability. Human culture is rich with different skills and crafts, with stories, prayers and spells stored in folklore. Culture keeps everything that is needed for survival and that is one of the things that makes human so adoptable. You can choose 2 options from the list below. You may take the same option twice.
Gain proficiency with any skill, weapon or tool.
Learn an additional language
Learn a cantrip from a wizard or cleric spell list. Cantrip must not have any visible effect, such as creation of light, rocks, etc. List of allowed spells from PHB include: Blade ward, Friends, Guidance, Message, Resistance, Spare the dying, True strike. You prime ability is Charisma for Wizard spells and Wisdom for Cleric spells.
In the monarchist, feudal world of medical fantasy not all humans are equal. Some are destined to be greater than others. Sharing the blood of gods or reaping the benefits of choices their predecessors once made some tribes, clans and houses destined to give birth to heroes. Heraclides, Nibelungs, the folk of the goddess Danu, you name it.
Ability score increase. Increase any of your abilities by 2. Hero folk may be gifted in any area, but usually only in one.
Heroic determination. You may proclaim any your attack roll, ability check or saving throw a natural 20. Once you use this ability, you can’t use it again until you finish a long rest.
Heroic will. You gain advantage on all Wisdom saves.
Excellence with or without weapon. You gain +1 bonus to attacks made with a weapon of your choice or unarmed attacks.
In the nearby forest, right over the stream that farmers usually don't cross, lives a tribe or maybe a folk, that doesn't wear cloths, except those ones that were made out of hides, leaves and straw, the folk that is untainted by the corruption of cities: alcohol, libertinism or gambling, and that is still leave as a part of nature. They called forest folk by the people of the farms and towns.
Forest folk does not know hard routine of craftsman or peasant, they don't know war since they don't know iron, or diseases that didn't come from civil people. They spend their live in hunt, gathering and overall survival, wasting no time on sophisticated maters such as philosophy, politics, science or high art.
It's said that they have affairs with fairies and elves, if not with forest demons.
Ability score increase. Increase your Dexterity, Strength, Constitution and Wisdom by 1. As a child of nature you are gifted in everything that's needed for your survival.
Woodland survival You gain advantage on all Intellect (Nature) and Wisdom (Survival) checks related to your type of forest.
Life in the forestWhile traveling for an hour or more in your type of forest, you gain the following benefits:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Natural medicine. You can use Wisdom (Survival) check instead of Wisdom (Medicine) check.
Untainted grace. You gain advantage against being charmed, be it a fey ancestry or resistance of pure untainted heart to vices and temptations.
Illiteracy. You are can not read or right unless you are a wizard or druid. Druids of forest folk literate (if you can call it that way) only in Druidic language.
Inexperienced drinker. You gain disadvantage on all saves against alcohol. That may include saves to resist addiction if your master decide to be evil.
Live without diseases. Most diseases came from cattle, ancient curses and from over the sea. Your people never had a chance to adapt to them. You gain disadvantage on all saves against diseases.