Thursday, March 5, 2015

Races of Golarion: Humans


Golarion is home to a wide variety of different races.  From humans to elves, dwarves to tieflings, and everything in between.  It also has a decent number of human cultures.  One thing that has always disappointed me about most every edition of D&D is that the race of "human" is oh so generic and is intended to cover to gamut of different cultures.  This is perfectly fine if the game is intended to take place in one small portion of the world where no other culture could ever be found, but that doesn't ever seem to be the case in most game worlds and campaigns.

The creators of Golarion (and the Pathfinder RPG) have taken steps to help remedy this problem by providing a decent amount of source material differentiating each culture.  Further, they have added the traits system to allow a player to customize their character a little more.  Each human culture provides several traits the user can pick from if they wish.  This helps to differentiate the different human sub-races from each other.  Thereby providing a more rich world for the player's and GM to play in.

With that in mind, I propose an alternate set of Human race traits for D&D 5th Edition.  Note: None of this has been play-tested as of yet and may be updated in the future.


Human Traits
Ability Score Increase. Two ability scores of your choice increase by 1.  You can choose the same one twice.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend towards 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.
Speed.  Your base walking speed is 30 feet.
Skill Versatility. You gain proficiency in one skill of your choice.
Languages. You can speak, read, and write Common and one extra language based on your chosen subrace.
Subrace. Over millenia the human race has migrated and adapted to the various environments on Golarion.  They have split apart in to twelve subraces: Azlanti, Chelaxian, Kellid, Shoanti, Taldan, and Varisian.  Choose one of these subraces. (Authors Note: There are more sub-races than this, but I only need these initially for my next campaign.  I will be expanding them in the future.)

Azlanti
Ability Score Increase. Your Intelligence and Charisma scores increase by 1.
Cantrip. You know one cantrip of your choice from the wizard spell list.  Intelligence or Charisma (whichever is higher) is your spellcasting ability for it.
Magical Lore. You have proficiency in the Arcana skill.
Languages. You can speak, read, and write Azlanti.

Chelaxian
Ability Score Increase. Your Intelligence and Wisdom scores increase by 1.
Hellish Resistance. You have resistance to fire damage.
Menacing. You gain proficiency in the Intimidation skill.
Languages. You can speak, read, and write Infernal.

Kellid
Ability Score Increase. Your Constitution or Wisdom score increases by 1.
Daily Survival. You have proficiency in the Survival skill.
Superstitious. You have advantage on saving throws against arcane magic.
Wary of Danger. You apply your proficiency bonus to Initiative checks.
Languages. You can speak Hallit.

Shoanti
Ability Score Increase. Your Constitution or Dexterity score increases by 1.
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.
Shoanti Tattoo. You gain advantage on saving throws against fear effects.
Shoanti Weapon Training. You have proficiency with earth breakers, klars, and Shoanti bolas.
Languages. You can speak, read, and write Shoanti.

Taldan
Ability Score Increase. Your Strength or Intelligence score increases by 1.
Taldan Exceptionalism. You gain one feat of your choice.
Taldan Weapon Training. You have proficiency with falcata sword, longsword, shortsword, and crossbow.
Languages. You can speak, read, and write one other language of your choice.
Note: This sub-race assumes the use of feats in the campaign.  It is suggested the DM allow this race to select a feat even if the optional feat rule is not used.  However, in the end it is up to the DM.  You can replace the one feat with the following instead:
Bravery. You have advantage on saving throws against fear.
Skilled. You gain proficiency in a skill of your choice.

Varisian
Ability Score Increase. Your Dexterity or Charisma score increases by 1.
Honeyed Tongue. You are proficient in either the Deception or Performance skill.
Passing Knowledge. You have advantage on Intelligence checks to determine if you know a particular piece of knowledge.  This represents the knowledge you have gained through roadside conversations and tales passed down from your elders.
Strength of Will. You have advantage on saving throws against charms and compulsions.
Languages. You can speak, read, and write Varisian.

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