Humans

Humans are Spread across Nerakov and the Far Realms so there is many variations

### 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 Common and one extra language of your choice.

## Racial Traits

### Trait 1

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

### ***Subraces***

#### ***Wildlands:***

* ***Hunter's Intuition:*** Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.
* ***Pronyma's Grace:*** Moving through difficult terrain created by nonmagical plants costs you no extra movement. Additionally, you can move through nonmagical plants without taking damage from thorns, spines, and similar hazards.
* ***Divine Resilience:*** You have advantage on saving throws against effects that deal radiant or necrotic damage.

***Deadlands:***

* **Inoculation:** A part of your body is replaced with Aetherium (ie:Eyes 60 darkvision/ and twice a day True Sight) |*Parts|*
* ***Whispering Sands:*** Due to the magical sands of the former crystal forests, you have become accustomed to living amongst illusions and Mirages. You gain proficiency in Wisdom saving throws. Aditionally, any Wisdom saving throws you make have Advantage.
* ***Martial Training:*** You have proficiency in light armor and expertise in two weapons of your choice.

***Nomdracieous:***

* ***Altitude Acclimation:*** Climbing does not cost you additional movement. Additionally, you have advantage on saving throws against exhaustion caused by high altitude.
* ***Crafters Paradise:*** You gain proficiency in two tools of your choice.
* ***Tough:*** Your hit point maximum increases by 1 every level but every even number levels it increases by 2

#### ***Deep Core:***

* ***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.
* ***Slavery Shadows:*** You gain proficiency in the Perception and Stealth skills.
* **Street Magic:** You learn one cantrip from the Conjuration or Illusion schools of magic. Intelligence is your spellcasting ability for it.

***Primordial Blessed Lands:***

* ***Cold Acclimation:*** You have advantage on saving throws against effects that deal cold damage. Additionally, you have advantage on saving throws against exhaustion caused by the cold.
* ***Winter Step:*** Your base walking speed is increased to 35 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement.
* ***Vyara's Bane:*** You gain expertise in 2 bladed weapons of your choice

***Scorched Barrens:***

* ***Heat Acclimation:*** You have advantage on saving throws against effects that deal fire damage. Additionally, you have advantage on saving throws against exhaustion caused by heat.
* ***Desert Nomad:*** You have proficiency in either the Nature or Survival skill (your choice).
* ***Vonalene's Determination:*** When you score a critical hit with an attack, the extra damage is Force and you can roll one of the damage dice one additional time and add it to the extra force damage of the critical hit.

***Argus Isles:***

* ***Seafarer's Weapon Training:*** Growing up on the open ocean has given you specialized experience with seafaring weapons. You have proficiency with longsword (cutlasses), rapier, trident, and net.
* ***Favored Animal:*** Choose a beast of CR 1/2 or lower to be your Companion. They will level alongside you, gaining the benefits listed below:
* ***Natural Heart:*** You are proficient in the Animal Handling skill and may double your proficiency bonus when making Animal Handling skill checks when dealing with your favored animal.

***Metallargeous Ice Fields:***

* ***Draconic Resistance:*** You live with the effects of Bahamut's "Blessing". You have resistance to Radiant Damage.
* ***Crystal Blood.*** You learn a cantrip from the School of Conjuration. At 3rd level, you learn a 1st or 2nd level spell from the same school of magic and may cast it once per day at 2nd level. Charisma is your spellcasting ability for these spells.
* ***Curses' 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.

***Tri Crag Caribbean:***

* ***Seafarer's Weapon Training:*** Growing up on the open ocean has given you specialized experience with seafaring weapons. You have proficiency with longsword (cutlasses), rapier, trident, and net.
* ***Ocean Magic:*** Being born in the isles of this Caribbean you learn the magic that is imbued there by eldritch forces. You learn the cantrip Shape Water or Guidance. At 3rd level you learn create or Destroy water, Crushing Wave, or Water Blast. At 5th level you learn Water Cannon, or Flash Freeze.
* ***Strong Mind:*** Your mind is adapted to constant onslaught from the eldritch magic of the Caribbean. You gain resistance to Psychic damage.

#### ***Scalect Dominion:***

* ***Studies:*** You are proficient in Arcana and History, and you can read, write, and speak and extra language of your choice.
* ***Yuan-ti Influence:*** You have resistance to poison damage and advantage against saving throws against the poison condition and disease.
* ***Fearless:*** You have advantage on saving throws against being frightened.