PDA

View Full Version : D&D 5e/Next Humans



KoyukiTei13
2016-05-27, 03:09 AM
I'm working on a bunch of different human 'subraces' for different locations where their upbringing matters a bit more. Not sure how balanced any of this is, and a bit of it is PHB and other people's homebrew tweaked into something I could use.

Humans

“These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.”
-Elaine Cunningham, Daughter of the Drow

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 world.

A Broad Spectrum
With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from blond to black (kinky, curly, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and hardly live even a single century.

Variety in all Things
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nature or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present - making them well suited to the adventuring life - but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Lasting Institutions
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans are xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

Names
(Male) Aesir, Zasheir, Fodel, Igan, Ivor, Kosef, Sergor, Ander, Bran, Lander, Stor, Taman, Urth, Aoth, Bareris, Ehput-ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur, Borivik, Farugar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak, Chen, Fai, Jiang, Lian, Long, Meng, Shan, Shui, Wen, Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero, Kiowan

(Female) Atala, Ceidil, Jasmal, Meilil, Alethra, Kara, Katernin, Mara, Natali, Zora, Amafrey, Betha, Cefrey, Silifrey, Westra, Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis, Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra, Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai, Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda, Sorrena

(Surnames) Basha, Dumein, Khalid, Pashar, Rein, Berk, Chernin, Dotsk, Kulenov, Marsk, Starag, Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver, Ankhalab, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt, Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina, Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan, Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramando

Human Traits
It’s hard to generalize about humans, but your human character has these traits.
Ability Score Increase. You increase one stat of your choice by 2.
Age. Humans reach adulthood in their mid- to late-teens and live less than a century.
Alignment. Humans tend towards no particular alignment. The best and the worst are found among them.
Size. Humans very 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.
Quick Learners: You halve the time it takes you to learn new tool proficiencies in downtime.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of the 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.
Subraces. There are several areas where humans reside, but three are the most different: the slaves born in the aeries, the tribesmen of the plains and forests, and the average people of villages, towns, and cities.

Aeriebred
You were born in one of the aeries, specifically bred to be beautiful, subservient and able. The most commonly desired features of the Aeriebred humans were blonde or red hair, green or hazel eyes, light golden skin, and a light and lithe build, averaging under 5’6”.
Ability Score Increase. Your Dexterity score increases by 1.
Errand-Runner. You have learned to deal with close quarters, both in public and private, through alleyways, corridors and markets, as well as dealing with stubborn and greedy merchants. Your speed increases by 5 feet, and you gain proficiency in Persuasion.
“Yes, Master.” You were assigned a specific task to fulfill, and were punished when you disregarded your duty or performed badly. As such, you have proficiency in one artisan tool, herbalism kit, or a gaming set, depending on what your duty was.
Language. You can understand (and speak fragments of) the languages of the aeries - Airran/Aarakocra and Elvish. You do not get an additional language until you have left the aeries and decide to learn one.

Tribesperson
You were born into one of the nomadic tribes of Eostara, and have lived amongst the spirits, elements (literally) and your elders. You have a deep respect of the dead, nature and your tribe. You are also of heavier stock than other humans, having been exposed to rain, snow, sun and wind the entirety of your life, nearly without break. There are many tribes from many locales, ranging from the snowy northern lands to the hot and humid jungles of the far reaches.
Ability Score Increase. Your Constitution score increases by 1.
Scenic Route. Your legs were made for walking - your speed increases by 10 feet.
Toughness. Your hit point maximum increases by 1, and it increases by 1 each time you gain a level.
Pantheons: Each nomadic tribe usually claims a different region they move around in, and revere certain aspects of relevant locations and subjects to be led by a deity. They often have overlap between each other and the gods of the more civilized.
Far Northern Pantheon (Inuit)

Akaia (Gaia, Akna) goddess of fertility
Agulek (Agloolik) child god of hunting and fishing
Amog/Amok (Amagug/Amarok) twin wolf gods who take those foolish enough to hunt alone at night
Angura (Anguta) god of the dead, carrier to rest
Igiluug goddess of the sun, warmth, fire and home
Nanuik (Nanuk) god of polar bears
Pengua (Pinga) goddess of fertility, the hunt, and medicine
Kailerteteng (Qailertetang)
Senma (Sedna/Senna, Nerrivik, Arnapkapfaluuk, Arnakuagsak, Nuliajuk) mistress of sea animals
Selia (Sila) personification of the air
Qataitsentok (Tekkeitsertock) master of caribou

Grassland Pantheon (African & Native American)

X


Townsfolk
You were born into one of the more civilized and equal areas of Eostara, be it a small town or sprawling city.
Ability Score Increase. Your Charisma score increases by 1.
Slice of Life: You may select one from the options below as it fits your lifestyle.

City: +1 Charisma, Persuasion Proficiency
Clerk: +1 Intelligence, 1 language
Coward: +1 Dexterity, +10 walking speed when running away
Lazy: +1 Charisma, Learn 1 gaming set or instrument proficiency
Farmhand: +1 Strength, +30 lbs. Carry weight. Athletics proficiency
Military 1: +1 Strength, Gain Proficiency in 2 weapons
Military 2: +1 Constitution, Gain Proficiency in light armor
Musician: +1 Charisma Gain proficiency in Performance and 1 instrument
Religious: +1 Wisdom, Gain proficiency in religion
Scholar: +1 Intelligence, Gain proficiency in one knowledge skill
Ghetto: +1 Charisma, Gain proficiency in Intimidate
Tradesman: +1 Wisdom, Gain Proficiency in 1 tool

Final Hyena
2016-05-27, 09:10 AM
An interesting selection due to the visible lore behind them.

It's all reasonably balanced although I feel that the Townsfolk are for the most part a smidgen weaker than the other choices. Especially the one that gets a single language.

Rerem115
2016-05-27, 12:31 PM
Feels pretty balanced, but the Tribesman sub-race makes a better martial class than probably anything else. +2 to any stat of choice, +1 Constitution, +1 HP per level, and +10 movement speed are really powerful aspects for anybody who is built around smacking foes in the face. I know it doesn't get stuff like damage resistance and darkvision, but I would still say that that variant is juuuust over the line from balanced to unbalanced. Maybe reduce the movement speed by 5?

Also, there's one more thing I noticed. As written, you could have all your racial stat bonuses in one stat; the City, Ghetto, and Musician variants all get a +2 bonus to Charisma, and this bonus stacks with the base +2 to any stat, so you can have a +4 or a +3 to your primary stat from level one. This is definitely overpowered; maybe say you can't put the base stat in the same place as a sub-race stat?

Markoff Chainey
2016-05-29, 05:34 PM
Looks more interesting than the PHB humans!

I agree with OP that you have to make sure that a bonus higher than +2 in any one stat is not possible and I would not hand out +10 move... also, I would not give it to more than one option and reduce the lifestyle choices so that you have a manageable and balanced set... urban humans are not THAT different..

As a suggestion, instead of a +2 in one stat, I would give them one +1 in any mental stat and another +1 in any physical stat. The sublasses should allow another +1 and something else IMO.