Human

Humans are caught in the middle: are they industrious like Dwarves? As curious as Gnomes? Wise as elves? No one is ever sure. Humans broke the Elvish Empire, broke the Iron Wall to traverse into the Mire and beyond, mingled with Halflings and Goblins alike, and are as diverse as they come. In particular, the Humans of Sovenia, heirs of Staffbreaker, occupy a dominant role in Alysian affairs. But for how long?

Human Culture
Human culture is reactive to the other races that they live amongst, but by and large they are organized in a feudal society with a king ruling from the capital of Sovenia. Humans take the names of the cultures around them, so feel free to use Welsh, Scottish, German, Frisian, or even English or Irish names and naming schemes.

Human Traits
finish a short or long rest.
 * Ability Score Increase: Your ability scores each increase by 1.
 * Size: Medium.
 * Speed: 30 feet.
 * Ingenuity: You gain one additional language, tool, or skill proficiency of your choice.
 * Drop of Inhumanity. Choose one other humanoid. Depending on which one you choose, you gain a bonus.
 * Dwarvish Ancestry: If, when you are rolling hit die when you gain a level, you roll a 1, you may roll again but must use the new roll.
 * Elvish Ancestry: You have advantage on saves against being charmed.
 * Fey Ancestry: You take three-quarter damage from radiant damage, rounded up to the nearest point. For instance, if an enemy deals 12 Radiant damage to you, you only take 9 damage.
 * Giant Ancestry: When you take damage, you can use your reaction to roll a d6. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you


 * Goblinoid Ancestry: You deal extra damage to larger creatures equal to your proficiency bonus. Once you use this trait, you can't use it again until you finish a short or long rest.
 * Gnomish Ancestry: You gain a bonus to your magical saving throws equal to half your Wisdom, Intelligence, or Charisma modifier, your choice.
 * Halfling Ancestry: You have advantage on saves against being frightened.
 * Triton Ancestry: You have a swimming speed equal to your walking speed.


 * Languages: You can speak, read, and write Common and one extra language of your choice.