Revised D&D Next Human

Human

Traits

Ability Score Adjustment: One starting ability score (your choice) increases by 1. This ability score cannot be one that is improved by your subrace (see below).
Size: Medium
Speed: 30 feet.
Subrace: Choose a subrace. A few different options are provided here, representing some general fantasy choices as well as setting-specific choices.

Half-Elf (General)

Ability Score Adjustment: Your starting Charisma score increases by 1.
Low-Light Vision: You can see in dim light as well as you do in bright light.
Fey Ancestry: You have advantage on all saving throws against being charmed or put to sleep.
Keen Senses: You have advantage on all Wisdom (Perception) checks.
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.

Half-Orc (General)

Ability Score Adjustment: Your starting Strength score increases by 2.
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
Menacing: You have advantage on all Charisma (Intimidate) checks.
Languages: You can speak, read, and write Common and Orcish.

Kalashtar (Eberron)

Ability Score Adjustment: Your starting Intelligence score increases by 1.
Languages: You can speak, read, and write Common and Quor, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Dreamless: You do not dream, and are immune to the dream and nightmare spells, as well as any other effect that relies on the target’s ability to dream.
Dual Minds: You have advantage on all saving throws against being charmed.
Mindlink: As an action, you can create a telepathic link with any number of kalashtar, as well as up to eight other creatures with Intelligence scores of 3 or higher, that you can see and that are within 30 feet of you. The creatures you link to must be willing. This link lasts for one hour, and while it lasts you may communicate telepathically through the link. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Khorvairian (Eberron)

Ability Score Adjustment: You may increase a second ability score (your choice) by 1.
Languages: You can speak, read, and write Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Talented: Add +1 to your proficiency bonus.
Versatile: You know an additional skill.

Imperial (General)

Ability Score Adjustment: You may increase a second ability score (your choice) by 1.
Languages: You can speak, read, and write Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Imperium Victor: When you roll a natural 20 on an attack roll, ability check, or saving throw, you gain advantage on your next attack roll, ability check, or saving throw that you make before the end of your next turn.
Versatile: You know an additional skill.

Plains Nomad (General)

Ability Score Adjustment: You may increase a second ability score (your choice) by 1.
Languages: You can speak, read, and write Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.
Natural Lore: You are proficient in Survival.
Unfettered: While you are not wearing heavy armor, you gain a +1 bonus to Armor Class.
Talented: Add +1 to your proficiency bonus.

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