1. Races

Human

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Traits & Abilities

Human Features

  • 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.
  • Size. Humans vary 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.
  • 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.

Standard Human

Source: Player's Handbook

  • Ability Score Increase. Your ability scores each increase by 1.

Variant Human

Source: Player's Handbook

  • Ability Score Increase. Two different ability scores of your choice increase by 1.
  • Skills. You gain proficiency in one skill of your choice.
  • Feat. You gain one Feat of your choice.

Variant Human: Mark of Finding

Source: Eberron - Rising from the Last War

If your Human has the Mark of Finding, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.

  • Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
  • Darkvision. You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.
  • Hunter's Intuition. Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.
  • Finder's Magic. You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.
  • Languages. You can speak, read, and write Common and Goblin.
  • Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your Spellcasting class.

Mark of Finding Spells

Spell LevelSpell
1stFaerie FireLongstrider
2ndLocate Animals or PlantsLocate Object
3rdClairvoyanceSpeak With Plants
4thDivinationLocate Creature
5thCommune With Nature

Variant Human: Mark of Handling

Source: Eberron - Rising from the Last War

If your Human has the Mark of Handling, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.

  • Ability Score Increase. Your Wisdom score increases by 2, and one other Ability Score of your choice increases by 1.
  • Wild Intuition. Whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check.
  • Primal Connection. You can cast the Animal Friendship spell and the Speak With Animals with this trait, requiring no material components. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.
  • The Bigger They Are. Starting at 3rd level, you can target a Beast or a Monstrosity when you cast Animal Friendship or Speak With Animals, provided that the creature's intelligence is 3 or lower.
  • Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your Spellcasting class.

Mark of Handling Spells

Spell LevelSpell
1stAnimal FriendshipSpeak With Animals
2ndBeast SenseCalm Emotions
3rdBeacon of HopeConjure Animals
4thAura of LifeDominate Beast
5thAwaken

Variant Human: Mark of Making

Source: Eberron - Rising from the Last War

If your Human has the Mark of Making, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.

  • Ability Score Increase. Your Intelligence score increases by 2, and one other Ability Score of your choice increases by 1.
  • Artisan's Intuition. Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.
  • Artisan's Gift You gain proficiency in one type of Artisan's Tools of your choice.
  • Spellsmith. You learn the Mending cantrip. You can also cast the Magic Weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells.
  • Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your Spellcasting class.

Mark of Making Spells

Spell LevelSpell
1stIdentifyTenser's Floating Disk
2ndContinual FlameMagic Weapon
3rdConjure BarrageElemental Weapon
4thFabricateStone Shape
5thCreation

Variant Human: Mark of Passage

Source: Eberron - Rising from the Last War

If your Human has the Mark of Passage, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, and Size.

  • Ability Score Increase. Your Dexterity score increases by 2, and one other Ability Score of your choice increases by 1.
  • Courier's Speed You gain a base walking speed of 35ft.
  • Intuitive Motion. Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.
  • Magical Passage. You can cast the Misty Step spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Dexterity is your Spellcasting Ability for these spells.
  • Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your Spellcasting class.

Mark of Passage Spells

Spell LevelSpell
1stExpeditious RetreatJump
2ndMisty StepPass Without Trace
3rdBlinkPhantom Steed
4thDimension DoorFreedom of Movement
5thTeleportation Circle

Variant Human: Mark of Sentinel

Source: Eberron - Rising from the Last War

If your Human has the Mark of Sentinel, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.

  • Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
  • Sentinel's Intuition. Whenever you make an Wisdom (Insight) or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check.
  • Guardian's Shield. You can cast the Shield spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.
  • Vigilant Guardian Once a creature that you can see within 5ft of you 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. Once you use this trait, you can't do so again until you finish a long rest.
  • Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your Spellcasting class.

Mark of Sentinel Spells

Spell LevelSpell
1stCompelled DuelShield of Faith
2ndWarding BondZone of Truth
3rdCounterspellProtection From Energy
4thDeath WardGuardian of Faith
5thBigby's Hand