D&D 5e Playable Race SCAR server: Human

Human

Source: Player's Handbook

"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 worlds.


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 black to blond (curly, kinky, 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 rarely 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 the 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 nation 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.


Everyone’s Second-Best Friends

Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.


Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”


Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows⁠. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.”


Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings⁠ had a shred of ambition, they might really amount to something.”


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 can be 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.



Human Names

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as dwarvish or elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.


The material culture and physical characteristics of humans can change wildly from region to region. The clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur. Human physical characteristics⁠, though, vary according to the ancient migrations of the earliest Humans, so that the Humans of the Silver Marches have every possible variation of coloration and features.


Nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.


Calishite

Shorter and slighter in build than most other Humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn.

Calishite Names: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein


Chondathan

Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these Traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.

Chondathan Names: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag


Damaran

Found primarily in the northwest of Faerûn, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common⁠.

Damaran Names: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag


Illuskan

Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.

Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver


Mulan

Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.

Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt


Rashemi

Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.

Rashemi Names: (Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina


Shou

The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerûn. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.

Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan


Tethyrian

Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common⁠. Tethyrians primarily use Chondathan names.


Turami

Native to the Southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.

Turami Names: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo



Human Traits

Your Human character has the following racial Traits.


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


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.


Feat. You gain one Feat of your choice.


Skilled. You gain proficiency in one skill of your choice.


Languages. You can speak, read, and write Common and one additional standard language of 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.


Ancestry. Humans are extremely diverse, populating across Faerun. Choose a Regional origin, each with unique flavor.

Calishite (Subrace)

Source: Shunni Homebrew

Calimshan is a land of wealth and opulence, with a society that values power and status above all else. The humans who call this land home are often flamboyant and prideful, with a love for bright colors, fine fabrics, and intricate jewelry. The region's trade routes and access to precious resources such as gold and gemstones have made it a center of commerce and opportunity, with many merchants and entrepreneurs flocking to the area to make their fortunes. Calimshan is also known for its powerful noble houses, who often engage in complex political maneuvering and deadly feuds to maintain their position of influence, with a high stake on magic users being more powerful or influential and sought after. Despite the region's wealth and luxury, it is also home to a number of slums and poverty-stricken areas, where those without power or wealth struggle to make ends meet.


Calishites are typically shorter than other humans, with darker skin, hair and eye colors.


Alignment. Most of those from Calimshan lay within an neutral alignment, bordering on chaotic depending on the town or region.


Favored Society. You have proficiency in the Persuasion skill.

Icewind Dale (Subrace)

Source: Shunni Homebrew

Human society in Icewind Dale is largely centered around survival in an unforgiving environment. The people who call these frozen lands home are hardy and resilient, often relying on hunting, fishing, and trading to make a living. While they may live in small settlements and communities, they are fiercely independent and self-sufficient, valuing their freedom and autonomy above all else. The human culture of Icewind Dale also places a great deal of importance on stories and legends, with many tales passed down from generation to generation. Despite the harsh realities of life in the Dale, the humans who live there find ways to come together and support one another in the face of adversity.


Humans in Icewind Dale are tough and hardy, with widely varying natural skin tones and hair colors. They value their independence and are self-sufficient.


Alignment. Most of those in the Dales lay within an neutral alignment, bordering on chaotic depending on the town or region


Peak Survival. You have proficiency in the Survival skill.

Savage Frontier (Subrace)

Source: SCAR Homebrew

The Savage Frontier is a racially diverse region. However, small towns and villages dominated by humans tend to have few if any non-humans. There are no unified human nation in the Savage Frontier. The various towns, city-states, and roaming barbarians trade, but also frequently come into conflict. While any human ethnicity can be encountered in the Savage Frontier, the majority are of Illuskan, Tethyrian, Uthgardt, and Chondathan descent.

  1. Chondathan: Slender, tawny-skinned folk with brown hair ranging from almost blond to almost black and green or brown eyes. Those dwelling in the Savage Frontier were more likely to have blue eyes and a fair complexion. A small number of Chondathans migrated into the region from Sembia after the Year of the Watching Raven, 913 DR.
  2. Illuskan: Also called Northlanders or Northmen, Illuskans are typically tall, fair-skinned folk with blue or gray eyes. Those living in the Savage Frontier were prone to raven-black hair; indicating significant Netherese heritage. Illuskans are considered barbarians in spite of founding the cities that would become Luskan, Neverwinter, and Waterdeep.
  3. Tethyrian: Tethyrians are of mixed ancestry including Calishite, Chondathan, Illuskan, and Low Netherese. They tended to be of medium height and build, with dusky hued skin, brown hair, and blue eyes. Their skintone tended to be more fair the farther north one traveled. Tethyrians emigrated to the Dessarin river valley after the Year of the Triton's Horn, 697 DR.
  4. Uthgardt Barbarians: The Uthgardt are a black-haired and blue-eyed folk descended from a mixture of Northmen, Netherese, and a few savage tribes. They are superstitious with a paranoid dislike of magic. The Elk, Gray Wolf, Griffon, and Thunderbeast tribe claimed territory in the Savage Frontier.


Sturdy Athlete. You have proficiency in the Athletics skill.

Sembian (Subrace)

Source: Shunni Homebrew

Human society in the region of Sembia is highly stratified and organized around family and clan affiliations. Honor and duty are paramount values, and social status is often determined by one's station in life and by the deeds of their ancestors. The region is home to a number of powerful noble families, various Daimyo's who plead allegiance to the Shogun of Sembia and the Emperor of Sembia, who often engage in complex political maneuvers and strategic marriages to maintain their power and influence. The people of Sembia are often highly skilled in a variety of crafts and trades, and the region is famous for its intricate silk and lacquer work. Despite the rigid social structure, there are many opportunities for adventurers and entrepreneurs to make their mark, with banditry and piracy as common threats to the region's prosperity.


Humans in Sembia range from short and slight to tall and muscular, with a variety of skin tones ranging from light to dark. They often have black hair, and their facial features are typically angular and sharp. Clothing and accessories play an important role in social status, with the wealthy favoring bright colors and fine fabrics.


Alignment. Most Sembians lay within an honorable and lawful system. Guided by their regional laws and traditions.


Sembian Wisdom. You have proficiency in the Insight skill.

Sword Coast (Subrace)

Source: Player's Handbook

The Sword Coast is an expansive tract of wilderness, dotted with independent cities and overrun by bands of monstrous creatures, that some see as merely a place through which you had to travel in order to reach an actual meaningful destination. It is much more than that of course, a rich and vibrant land with a long and storied history that encompassed some of the most important cities in all the realms. The Sword Coast is considered one of the rougher locales of Faerûn, both geographically and by virtue of its people.


Inquisitive Mind. You have proficiency in the Investigation skill.

Western Heartlands (Subrace)

Source: SCAR Homebrew

Between the "miles and miles of miles and miles" of rolling hills, grassy flatlands, impassable marshes and monster-filled forests the region is dotted with isolated villages and hamlets, trading stops and lonely castles, holding an enormously varied population.


Observant Preparedness. You have proficiency in the Perception skill.