Player's Handbook

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.

Variant

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.

Eberron: Rising from the Last War

Mark of Finding

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.

Mark of Finding Spells

Spell Level Spell
1st Faerie Fire , Longstrider
2nd Locate Animals or Plants , Locate Object
3rd Clairvoyance , Speak With Plants
4th Divination , Locate Creature
5th Commune With Nature

Mark of Handling

If your human character has the Mark of Handling, the following traits replace the human's Ability Score Increase trait found in the Player's Handbook

Mark of Handling Spells

Spell Level Spell
1st Animal Friendship , Speak With Animals
2nd Beast Sense , Calm Emotions
3rd Beacon of Hope , Conjure Animals
4th Aura of Life , Dominate Beast
5th Awaken

Mark of Making

If your human character has the Mark of Making, the following traits replace the human's Ability Score Increase trait found in the Player's Handbook

Mark of Making Spells

Spell Level Spell
1st Identify , Tenser's Floating Disk
2nd Continual Flame , Magic Weapon
3rd Conjure Barrage , Elemental Weapon
4th Fabricate , Stone Shape
5th Creation

Mark of Passage

If your human character has the Mark of Passage, the following traits replace the human's Ability Score Increase trait found in the Player's Handbook

Mark of Passage Spells

Spell Level Spell
1st Expeditious Retreat , Jump
2nd Misty Step , Pass Without Trace
3rd Blink , Phantom Steed
4th Dimension Door , Freedom of Movement
5th Teleportation Circle

Mark of Sentinel

If your human character has the Mark of Sentinel, the following traits replace the human's Ability Score Increase trait found in the Player's Handbook

Mark of Sentinel Spells

Spell Level Spell
1st Compelled Duel , Shield of Faith
2nd Warding Bond , Zone of Truth
3rd Counterspell , Protection From Energy
4th Death Ward , Guardian of Faith
5th Bigby's Hand

Plane Shift: Dominaria

Keldon

The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical Keldon’s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere — sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.

Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent — and no small number of Keldons still consider these qualities virtues rather than vices.

The humans of Keld have the following traits, which replace the standard human traits presented in the Player’s Handbook.

Plane Shift: Innistrad

Innistrad’s population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia’s urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character’s home province.

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.

Gavony

Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.

Kessig

For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.

Nephalia

Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields.

Stensia

Countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.