Humans can be found almost everywhere in the world, even in the most remove settlements. Their ability to adapt to their surroundings has allowed them to spread out and thrive. There are eight major human realms with each having their own unique language;
The Azasian Empire - Language: Azasian
The Hathen Sovereignty - Language: Haten
The Kingdom of Garridor - Language: Garridoran
The Kingdom of Lewen - Language: Lewen
The Kingdom of Rivaria - Language: Rivaran
The Republic of Sitia - Language: Sitian
The Trusean Realms - Language: Trusean
The Zenia Dominion - Language: Zenian
The other major human settlements are below;
The Free City of Silverspire
Sandpoint
The Merchant Isles
Some Humans are very attuned to the magic of the world and, when they are born under certain constellations, can manifest innate magical traits.
Ability Score Increase: Your Strength score increases by 1.
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. You can’t discern color, only shades of gray.
Seeker's Intuition: When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
Seeker'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 with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Spells of the Seeker: If you have the Spellcasting or the Pact Magic class feature, the spells below are added to the spell list of your spellcasting class.
Ability Score Increase: Your Dexterity score increases by 1.
Traveler's Speed: Your base walking speed increases to 35 feet.
Intuitive Motion: When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
Magical Passage: You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.
Spells of the Traveler: If you have the Spellcasting or the Pact Magic class feature, the spells below are added to the spell list of your spellcasting class.
Ability Score Increase: Your Constitution score increases by 1.
Sentinel's Intuition: When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
Guardian 's Shield: You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.
Vigilant Guardian: When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that 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 Shield: If you have the Spellcasting or the Pact Magic class feature, the spells below are added to the spell list of your spellcasting class
Ability Score Increase: Your Intelligence score increases by 1.
Artisan's Intuition: When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.
Maker's Gift: You gain proficiency with one type of artisan's tools of your choice.
Spellsmith: You know 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 the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Spells of the Forge: If you have the Spellcasting or the Pact Magic class feature, the spells below are added to the spell list of your spellcasting class.
Ability Score Increase: Your Wisdom score increases by 1.
Wild Intuition: When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.
Primal Connection: You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.
The Bigger They Are: Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower.
Spells of the Shepard: If you have the Spellcasting or the Pact Magic class feature, the spells below are added to the spell list of your spellcasting class.
Ability Score Increase: Your Charisma score increases by 1.
Windwright's Intuition: When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check.
Storm's Boon: You have resistance to lightning damage.
Headwinds: You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
Spells of the Spyglass: If you have the Spell casting or the Pact Magic class feature, the spells below table are added to the spell list of your spellcasting class.