Humans (Runorix)

### 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.

### Languages

You can speak, read, and write Runorix Common and one extra language of your choice.

## Racial Traits

### Trait 1

Skilled: You gain proficiency in two skills of your choice.

### Trait 2

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.

#### ***Waster***

these are the common wastelanders that are remnants of the Aldonia or Demuria

* ***Heat Acclimation:*** You have advantage on saving throws against effects that deal fire damage, as well as to resist the effects of extreme heat.
* ***Desert Nomad:*** You have proficiency in either the Nature or Survival skill (your choice)
* ***Scrapper:*** *you gain proficiency in Scrapper Tools (these tools are used to repair guns, make special bullets and other unique items)*

#### ***Shuyian***

After being infected and then semi-cured by Zeraiah strange things started happening

* ***Touched by the Hive:*** because of your contact with the infected on Runorix and survived after Zeraiah's people because of this you have become resistant to Necrotic damage, the trade off is you are now vulnerable to Psychic damage.
* ***Accidental Mutation:*** you gain a randomized mutation from the Infected they are listed below:
	1. **Iron Skin:** your body started Hardening now it is tough and resistant to most forms of damage. While unarmored, your Armor Class is equal to 13 + your Constitution modifier modifier. You may use a shield and still gain this benefit.
	2. ***Ichorous Heart:*** *If damage would reduces you to zero hitpoints but does not kill you outright you can instead choose to make a constitution saving throw with a DC of 5(DC goes up by 5 each time you succeed and you gain a level of infection if you choose to use this part of the feature) + half of the damage taken, unless the damage is Psychic or from a critical hit. On a sucess, you drop to 1 hit point instead. You may use this once per short or long rest. Additionally at 9th level, you can add half your proficiency bonus (rounded down) to death saving throws when you are forced to make one.*
	3. ***Eyeless:*** *your eyes melted away but another feeling arose because of thise, You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 30 feet, but are blind beyond this radius, This goes up to 60ft at level 12*
	4. ***Carrier:*** *you become immune to the first 7 Levels of Infection after this level you go past the point of no return but you also spread it because who you touch, When you make a successful weapon attack against a creature, you can choose to deal an extra 2d4 Acid damage. The damage increases by 2d4 at levels 5 (4d4), 9 (6d4), 13 (8d4), and 17 (10d4). you can use this a number of times equal to your proficiency bonus, you can regain uses after a short or longrest*
	5. ***LimbWeapon:*** your limb becomes a weapon (choose a onehanded weapon of your choice to replace your arm and you can deal the damage dice of that weapon with your unarmed attacks) (if you become Enlarged the oversized Rules apply)
	6. ***Absorb Life Essence:*** *The undead may grasp an enemy as an action. The foe must then make a Strength saving throw equal to 8 + your Constitution modifier (minimum 1) + your proficiency bonus or take 2d8 necrotic damage. you gain this amount of HP back. you can use this a number of times equal to your proficiency bonus, you can regain uses after a short or longrest*

* ***Hive Sense:*** You gain Advantage on Wisdom checks relating to the Vyara's Infected as well as you can activate a sense to see if you can see if any of the Hive are nearby within a 30ft Radius around you

#### ***Mezvalian***

these humans used to study Aetherium magetech before the Infection Wars their constant use and messing around with aetherium as it started to change their bodies and their childrens

* ***Technophile:*** Whenever you make an Investigation check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply
* ***Aethrium Flux:*** You know the *thaumaturgy* cantrip and use it excessively, especially when introducing yourself. When you reach 3rd level, you can cast the *expeditious retreat* spell once with this trait and regain the ability to do so when you finish a long rest.
* ***Spell Overdrive:*** *The ability to utilize magic at its greatest potential is something Mezvalians can still do despite the lack of mages to teach. However, it can only be used sparingly due to its taxing effects on their little bodies to augment magical power. When you cast a spell that causes damage, requires no saving throws, and has no area of effect, its damage increases by an amount equal double to your level. You must finish a short or long rest to use this trait again.*