People who are this race
Ability Score Increase. Your ability scores each 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.
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.
If your campaign uses the optional feat rules from chapter 5 of the Player's Handbook, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.
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.
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.
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.
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.
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.
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.
The humans of Keld have the following traits, which replace the standard human traits presented in the Player’s Handbook.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Keldons reach adulthood in their late teens and live less than a century.
Alignment. Keldons tend toward chaotic alignments, and many walk a fine line between good and evil.
Size. Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Keldon.
Natural Athlete. You have proficiency in the Athletics skill.
Keldon Resilience. You have proficiency in Strength saving throws.
Icehaven Born. You are naturally adapted to cold climates
Human characters on Innistrad have the following traits. If you use these human traits, do not use the variant human traits presented in the //Player’s Handbook. As well, in campaigns that use feats, characters should not be allowed to choose feats that duplicate any provincial traits.//
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment.
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.
Ability Score Increase. Your ability scores each increase by 1.
Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1.
Forest Folk. You have proficiency in the Survival skill.
Fleet of Foot. Your base walking speed is 40 feet.
Sure-Footed. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
Spring Attack. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.
Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.
Breadth of Knowledge. You gain proficiency in any combination of four skills or with four tools of your choice.
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Daunting. You have proficiency in the Intimidation skill.
Tough. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Legendary Race: LV 21
+1 to all stat
Human Determination: When you make an ability check, attack roll or saving throw, you may choose to do so with advantage. Once you do so, you cannot do so again until you complete a long rest
Naturally Talented: You gain proficiency in 2 skills of your choice