Human Races

These are the human races found in Teresyum.

Human

Ability Scores: Str +1; Dex +1; Con +1; Int +1; Wis +1; Cha +1

Size: Medium

Speed: 30ft.

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.

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.

Human Variant

Ability Scores: Choose any two +1

Size: Medium

Speed: 30ft.

Age: Humans reach adulthood in their late teens and live less than a century.

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.

Skills: You gain proficiency in one skill of your choice.

Feat: You gain one feat of your choice.


Shai'tan (Deserborne)

Ability Score Increase: Increase an ability score of your choice by 1. You cannot increase the same ability score given by the sub race you choose. Age. Humans reach adulthood in their late teens and live less than a century. Your Dexterity score increases by 2.

Size: Medium.

Speed: 30 ft

Languages: You can speak, read and write Common and one other language of your choice.

Agile and Strong: You have proficiency in the Acrobatics and Athletics skills.

Born in the Desert: You have advantage on saving throws against extreme heat. In addition, once per long rest you may ignore the first level of exhaustion you gain.

Dune Warrior: You have proficiency with light armor, scimitars, whips and shortbows. When you score a critical hit with any of this weapons, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


Sivanian (Forestborn)

Ability Score Increase: Increase an ability score of your choice by 1. You cannot increase the same ability score given by the sub race you choose. Age. Humans reach adulthood in their late teens and live less than a century. Your Wisdom score increases by 2.

Size: Medium.

Speed: 30 ft

Languages: You can speak, read and write Common and one other language of your choice.

Children of the Wild: You have proficiency in the Nature skill and you gain proficiency with the herbalism kit.

Fleet of Foot: Your base walking speed increases to 35 feet. Natural Resistances. You have advantage on saving throws against poisons and diseases.

Watchers of the Forests: While you are in or near (within 2 miles of you) a forest, you have advantage on all Wisdom (Perception) checks


Estrian (Plainsborn)

Ability Score Increase: Increase an ability score of your choice by 1. You cannot increase the same ability score given by the sub race you choose. Age. Humans reach adulthood in their late teens and live less than a century.  Your Intelligence score increases by 2.

Size: Medium.

Speed: 30 ft

Languages: You can speak, read and write Common and one other language of your choice

Versatile Culture: You gain proficiency in three skills and one artisan's tools of your choice.

Old Knowledge: Whenever you make an Intelligence (History) check related to ancient kingdoms and historical events, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus..


Black-Rock Colonists

Ability Score Increase: Increase an ability score of your choice by 1. You cannot increase the same ability score given by the sub race you choose. Age. Humans reach adulthood in their late teens and live less than a century.  Your Strength score increases by 2.

Size: Medium.

Speed: 30 ft

Languages: You can speak, read and write Common and one other language of your choice

Friend of Dwarves: You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. You have proficiency with the light hammer and warhammer.

Mountaineer: You ignore difficult terrain when moving through rocky terrain. Whenever you make a Strength (Athletics) check to climb rocks, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Strong as a Rock. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Freeholm Immigrant (Winterborn)

Ability Score Increase: Increase an ability score of your choice by 1. You cannot increase the same ability score given by the sub race you choose. Age. Humans reach adulthood in their late teens and live less than a century. Your Constitution score increases by 2.

Size: Medium.

Speed: 30 ft

Languages: You can speak, read and write Common and one other language of your choice.

Courageous: You have advantage on saving throws against being frightened.

Glory over Death: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Snowfolk: You have proficiency in the Survival skill. You have proficiency with battleaxes, great axes, longswords and greatswords. Winter Fortitude. You have advantage on saving throws against extreme cold.


Federation Citizen (Seaborn)

Ability Score Increase: Increase an ability score of your choice by 1. You cannot increase the same ability score given by the sub race you choose. Age. Humans reach adulthood in their late teens and live less than a century. Your Charisma score increases by 2.

Size: Medium

Speed: 30 ft

Languages: You can speak, read and write Common and one other language of your choice.

Appraiser: You can determine an item's approximate value based on its appearance, and whenever you make an Intelligence check on an item, you can also know if that item is magical.

Masters of the Seas: You gain proficiency with vehicles (water). You have a swimming speed of 30 feet.

Natural Trader: You have proficiency in the Deception and Persuasion skills. Whenever you make a Charisma check to negotiate with others, you have advantage on that roll.