Human 

Strong warriors. As masters and perfectors of survival humans are often the most effective warriors. The greatest armies have always had a human backbone ready to preserve the future of themselves and their kin. 

Social Beings. Unlike many other races Humans often experience lapses in sanity and focus if left apart from their people for long periods of time. Most humans have at least one group to which they swear loyalty this may be their immediate family, a church, a kingdom, an army, or any other group of humans with a common purpose. 

Natural Spawn. Unlike many races, Humans were not spawned from divine powers or arcane might. Humans were the result of the will of the Earth desiring its own breed. As a result, they are promised no afterlife and their cultures often place a strong focus on survival. 

Human Traits 

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other people 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.

Tool Proficiencies. You gain proficiency in one skill and tool of your choice

Ability Score Change. two of your ability scores each increase by 1.  


Subraces 

In some cases variants of humans have occurred the typical human is referred to as a prime human.

Prime

You are the most common variety of Human. Prime humans tend to be ambitious and their tribes prosper across most lands. 

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

Alignment. Humans tend toward good alignments, but 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.  

Ability score change. The 4 ability scores you did not increase initially increase by one.

Adrenaline Rush. When in combat you sometimes feel a rush of energy and a numbing of pain. As a bonus action, you roll a number of d4s equal to your level and gain temporary hit points equal to the result. These hit points last one minute. This ability can be used once till you complete a short or long rest. 


Halfling

You are a shorter variety of human and often lack the same sense of ambition as your taller kin. 

Ability Score changes. Your Dexterity score increases by 2. 

Your Strength score decreases by 1. 

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.  

Alignment. Most halflings are lawful good. As a rule, they are good‑hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.  

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. 

Speed. Your base walking speed is 25 feet.  

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave. You have advantage on saving throws against being frightened. 


Half-elf

You are half-human and half-elf. This is the result of an uncommon pairing. While few elves consider you elvish, your accepted as human among their civilization. You possess several elvish traits.

Ability Score Increase. Your Charisma score increases by 2

Age. Half‑elves mature at the same rate prime humans do and reach adulthood around the age of 20. They live much longer than prime humans, however, often exceeding 180 years.  

Alignment. Half‑elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.  

Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. 

Speed. Your base walking speed is 30 feet. 

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.  

Skill Versatility. You gain proficiency in one skill of your choice.  

Languages. You can speak, read, and write Elvish in addition to your base languages. 


Half-orc

You are half-human and half-orc. This is the result of an uncommon pairing. While few orcs consider you orcish, your accepted as human among their civilization. You possess several orcish traits. Half-orcs can appear very orc-like, but generally lean toward human traits in appearance.

Ability Score Increase. Your Strength score increases by 2

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.  

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half‑orcs raised among orcs and willing to live out their lives among them are usually evil.  

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. 

Speed. Your base walking speed is 30 feet.  

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

Menacing. You gain proficiency in the Intimidation skill.  

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. 

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. 

Languages. You can speak, read, and write Orc in addition to your base languages. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. 


This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.