Human

Size
Medium
Speed
30 ft.
Languages
Common, one of your choice
Source
PHB

Traits

Age

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

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.

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.

Subraces

Keldon

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.

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 Extreme Cold, as described in chapter 5 of the Dungeon Master's Guide.

Mark of Handling

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 Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.

Spell LevelSpells
1stanimal friendship, speak with animals
2ndbeast sense, calm emotions
3rdbeacon of hope, conjure animals
4thaura of life, dominate beast
5thawaken

Mark of Making

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 Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.

Spell LevelSpells
1stidentify, Tenser's floating disk
2ndcontinual flame, magic weapon
3rdconjure barrage, elemental weapon
4thfabricate, stone shape
5thcreation

Mark of Passage

Courier'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 Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.

Spell LevelSpells
1stexpeditious retreat, jump
2ndmisty step, pass without trace
3rdblink, phantom steed
4thdimension door, freedom of movement
5thteleportation circle

Mark of Sentinel

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 Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.

Spell LevelSpells
1stcompelled duel, shield of faith
2ndwarding bond, zone of truth
3rdcounterspell, protection from energy
4thdeath ward, guardian of faith
5thBigby's hand

Variant

Skills

You gain proficiency in one skill of your choice.

Feat

You gain one feat of your choice.

Variant; Mark of Finding

Darkvision

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.

Hunter'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.

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 with it 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 the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

Spell LevelSpells
1stfaerie fire, longstrider
2ndlocate animals or plants, locate object
3rdclairvoyance, speak with plants
4thdivination, locate creature
5thcommune with nature

Racial Traits

Subraces