Humans: The Fledgling Race Without a God
Unlike other races, the humans have no patron deity to call their own (thanks Asmodeus, you slinky bastard).
One thing humans always say, and completely believe in, is that challenge is a great thing. Challenge brings the best out of someone or the situation. Challenge allows not only an individual to become better, but for humanity as a whole to prosper. No race exemplifies the concept of challenge better than humans.
The dwarves, elves, and halflings are already established, but not just established, they each have a patron deity looking out for them! Unfair, is just another day in the life of humans but this has made them the ultimate underdog. Even the less friendly races, typically called monstrous races, have their own deity looking out for them (again, thanks, Asmodeus)!
The human race that isn't as established, roam the world in tribes looking for a land to call their own. There are settlements throughout the lands but these humans are still fighting for their place and there aren't any human kingdoms as of yet.
Masters of persistance hunting, humans are one of the scariest hunters in the world. Persistance hunting is a hunting technique in which hunters, who may be slower than their prey over short distances, use a combination of running, walking, and tracking to pursue prey until it is exhausted. The other races have had their growth handed to them by their deities, but humans have fought for every scarp of meat, every moursal of knowlege, and every single trinket they can get their hands on.
Common Human Backgrounds
- Acolyte: Some humans have taken to worshiping gods of the other races, fiends, or nature itself.
- Criminal: Humans that make their living in the cities and lands of other races may grow up to be criminals, not just out of nefarious reasons, but out of neccesity.
- Entertainer: While less common in human tribes, humans that find themselves in the cities and lands of the other races may find work as entertainers due to their exotic looks and mannerisms.
- Folk Hero: Humans love a good, or even mediocre, folk hero. Successful folk heroes give hope to the ones that need it most.
- Hermit: It's dangerous to go alone, but sometimes one does what one must.
- Outlander: A vast majority of humans are outlanders. That is just how life is.
- Urchin: Humans that grew up in elven or dwarven citites may find themselves becoming urchins, especially if they aren't driven toward being a criminal and have no talent in entertaining.
- Ability Score Increase: Two ability scores of your choice increase by 1.
- 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.
- Persistence Hunting: Humans are not the fastest predator out there, however they have grown to learn to outlast prey. During a short rest you remove one level of exhaustion. Whenever you take a long rest you remove all levels of exhaustion you have accumulated. Additionally, you have proficiency in Stealth and Perception checks.
- Human Specialty: Humans put great emphasis on being useful or special. At first level you may choose a feat from the list below to show how your human contributes to their tribe, society, group, or family. You must meet any prerequisites of the feat to take it.
- 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.
- Dungeon Delver: The tribe members who are tasked with searching the ruins and forgotten locations of the other races for treasures and knowledge learn to be especially sharp eyed and able to defend themselves against traps.
- Healer: Chosen at birth, the tribe's healer is taught to use healing kits to stave off death.
- Inspiring Leader: Leaders of human tribes must be able to bolster their ranks as they are usually the underdog in any conflict.
- Mobile: The messengers of the tribe are trained to get away from attacking forces so they can deliver vital information.
- Ritual Caster: Chosen at birth, the tribe's shaman will train the chosen human in the ways of arcane or divine magic.
- Skulker: Humans who are tasked with hunting food or enemies, skulkers are trained in the art of guerrilla warfare.