Human

From Player's Handbook, page 29; Eberron: Rising From the Last War, pages 41-42, 45-46, 48; Wayfinder's Guide to Eberron, pages 98, 101, 102, and 104; Plane Shift: Amonkhet, page 14; Plane Shift: Innistrad, page 8; Plane Shift: Ixalan, page 11; and Plane Shift: Dominaria, page 19.

Traits
(Player's Handbook, page 29)

It's hard to make generalizations about humans, but your human character has these traits.


 * Ability Score Increase: Your ability scores each increase by 1.
 * Age: Humans reach adulthood in their late teens and live less than a century.
 * Alignment: Humans tend toward no particular alignment. 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. Your height is 4'8&quot; with a modifier of +2d10. Your weight is 110 lbs. with a modifier of +(height roll) x 2d4.
 * Speed: Your base walking speed is 30 feet.
 * 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.

Variant
(Player's Handbook, page 29)

If your campaign uses the optional feat rules, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.


 * Ability Score Increase: Two different ability scores of your choice increase by 1.
 * Skills: You gain proficiency in one skill of your choice.
 * Feat: You gain one feat of your choice.

Eberron
The following Dragonmarks are available to humans in the Eberron setting.

Mark of Finding
(Eberron: Rising from the Last War, page 41)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.

If your character has the Mark of Finding, the following traits replace the character's racial traits in the Player 's Handbook, aside from age, alignment, size, and speed.


 * Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
 * 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 Perception or 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.

Mark of Handling
(Eberron: Rising from the Last War, page 42)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.

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


 * Ability Score Increase: Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
 * Wild Intuition: When you make an Animal Handling or 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.

There is also a version of Mark of Handling released in Wayfinder's Guide to Eberron, page 98.

Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.

These traits all replace the human's Ability Score Increase trait.


 * Ability Score Increase: Your Dexterity score increases by 1, your Wisdom score increases by 1, and one other ability score of your choice increases by 1.
 * Wild Intuition: When you make an Animal Handling or Nature check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
 * Expert Handling: You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you.
 * Primal Connection: You can cast Animal Friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
 * The Bigger They Are: When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.

Mark of Making
(Eberron: Rising from the Last War, page 45)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.

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


 * Ability Score Increase: Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
 * Artisan's Intuition: When you make an Arcana or artisan's tools check, 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.

There is also a version of Mark of Making released in Wayfinder's Guide to Eberron, page 101.

Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.

These traits all replace the human's Ability Score Increase trait.


 * Ability Score Increase: Your Dexterity score increases by 1, your Intelligence score increases by 1, and your choice of your Dexterity or Intelligence score increases by 1 again.
 * Artisan's Intuition: When you make an ability check with artisan's tools, roll 1d4 and add it to the result.
 * Maker's Gift: You know the cantrip Mending and gain proficiency with one type of artisan's tools.
 * Magecraft: You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.
 * Spellsmith: You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can't use it again until you finish a long rest.

Mark of Passage
(Eberron: Rising from the Last War, page 46)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.

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


 * Ability Score Increase: Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
 * Courier's Speed: Your base walking speed increases to 35 feet.
 * Intuitive Motion: When you make an 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.

There is also a version of Mark of Passage released in Wayfinder's Guide to Eberron, page 102.

Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.

These traits all replace the human's Ability Score Increase trait.


 * Ability Score Increase: Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
 * Courier's Speed: Your base walking speed increases to 40ft.
 * Intuitive Motion: When you make an Athletics check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
 * Determined Stride: When you use the dash action, difficult terrain doesn't cost you extra movement on that turn.
 * Shared Passage: As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can't use it again until you finish a long rest.

Mark of Sentinel
(Eberron: Rising from the Last War, page 48)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.

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


 * Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.
 * Sentinel's Intuition: When you make an Insight or 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 when 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.

There is also a version of Mark of Sentinel released in Wayfinder's Guide to Eberron, page 104.

Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.

These traits all replace the human's Ability Score Increase trait.


 * Ability Score Increase: Your Strength score increases by 1, your Wisdom score increases by 1, and one other ability score of your choice increases by 1.
 * Sentinel's Intuition: When you roll for Initiative or make a Perception check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check.
 * Sentinel's Shield: You know the cantrip Blade Ward. You can cast Shield once with this trait and regain the ability to do so after you finish a short or long rest.
 * Vigilant Guardian: As an action, you can designate an ally you can see as your ward. You have advantage on Insight and Perception checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.

Plane Shift: Amonkhet
(Plane Shift: Amonkhet, page 14)

The humans of Amonkhet use the variant human traits. This allows them greater specialization from the very beginning of their careers, and emphasizes the diversity of the human race.

Plane Shift: Innistrad
(Plane Shift: Innistrad, page 8)

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.


 * Age: Humans reach adulthood in their late teens and live less than a century.
 * Alignment: Humans tend toward no particular alignment.
 * 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.
 * Languages: You can speak, read, and write Common and one extra language of your choice.
 * Innistrad is not a world with a variety of languages, unlike most D&D settings. The people who inhabit the world all speak the same tongue, and the most common monsters — including vampires, werewolves, and geists — speak it as well, since they were once human.
 * Ordinarily, all humans learn an additional language, and many backgrounds give access to languages as well — so the easiest way to deal with these extra languages is to ignore them. Humans speak only Common. If a background gives access to a language, the character can choose a tool proficiency instead.


 * Provincial Origin: Choose one of the four provinces of Innistrad as the place of origin for your character.

Gavony

 * Ability Score Increase: Your ability scores each increase by 1.

Kessig

 * Ability Score Increase: Your Dexterity and Wisdom scores each increase by 1.
 * Forest Folk: You have proficiency in the Survival skill.
 * Fleet of Foot: Your base walking speed is 40 feet.
 * Sure-footed: When you use the dash action, difficult terrain doesn't cost you extra movement on that turn.
 * Spring Attack: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.

Nephalia

 * Ability Score Increase: Your Intelligence and Charisma scores each increase by 1.
 * Breadth of Knowledge: You gain proficiency in any combination of four skills or with four tools of your choice.

Stensia

 * Ability Score Increase: Your Strength and Constitution scores each increase by 1.
 * Daunting: You have proficiency in the Intimidation skill.
 * Tough: Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Plane Shift: Ixalan
(Plane Shift: Ixalan, page 11)

The humans of Ixalan use the human traits.

Plane Shift: Dominaria
(Plane Shift: Dominaria, page 19)

The humans of Keld, also called Keldon, have the following traits, which replace the standard human traits.


 * Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
 * 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.
 * Speed: Your base walking speed is 30 feet.
 * 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 cold climates.