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Human Perks

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Race Overview

  Inherent Racial Abilities:
  • You must also choose a Covenant Bloodline when you select a character of this race.
  • You may cast Detect Evil and Good at will. This spell does not require Verbal or Somatic components when casting it with this perk. This spell may only detect Aberrations, Celestials, or Fiends.
  • You have advantage on abilities checks relating to theology.
  • The number of workweeks you need to learn a new language or tool proficiency is reduced by 3.
Point Balance: 24 Points
Language: You know International and either Northlander or Southlander Common
Size: Medium
Age: Humans reach maturity around 20 years old and live to an average of 70 years.
Physical Description: Humans on Isan are the full spectrum of humanity on Earth. One group of people might be darker or lighter than another, but most people from populous areas are of mixed heritage due to the six millennia of intermingling.

Covenant Bloodline

Covenant Bloodlines represent your character's descent and from which god(s) you get your preternatural powers from. While your character might be related to multiple covenant bloodlines, the bloodline is traced matrilineally. There are five major covenant lines:
  • Pneumanite: Derives power from the "civilized" gods. It was first created by Andar of the Lagat with his covenant with the Alkoto. This is the most common line, with almost everyone descended from the later waves of Human migrants to Isan possessing this line.
  • Ilunite: Derives power from the Agewheel, which is the source of all magic and what brings about new kalpas. Humans who were freed by Andar but chose not to join in his crusade to Isan, instead travelling through the Tower of the Moon, are of this covenant. Chevel, Jangai, Arulosion, and parts of Huvaria are majority Ilunite.
  • Ladrite: Derives power from the god Ladros specifically. Followers of Ladros followed Andar, but forsook the Pneumanite gods shortly into the Isanian crusade. This lineage followed Ladros who later ascended to a middle ground between a Hylian and a Pneumanian god. The nations of Einar and Sakkedor are majority Ladrite.
  • Hylian: Derives power from the "wild" or "elder" gods. Hylians broke with the Pneumanites alongside the Ladrites, but did not follow a single god. Hylian worship is banned in most lands and has a heavy social stigma. Hylian Druids often form small, insular communities all around Isan despite this.
  • Alkarite: Derives power from the necromancer moon, Alkar. Alkarites were originally one of the other four covenants, but had their bonds broken and reforged to the deceiver. Worshippers of the Shadow are reviled all across the world, but are extremely common in the Marblight.
Note that being of a covenant bloodline does not mean you necessarily worship god(s) associated with that line.          
BloodlineDescription
Pneumanite - As a reaction to being attacked or hit with the Magic Missile spell, you may call out to the Gods to protect you. You have a +1 AC bonus against the triggering attack. If you cast this in reaction to being hit with the Magic Missile spell, you take no damage from one of the darts. The amount of attacks or magic missiles this can block per reaction increases to 2 by level 5, 3 by level 11, and 4 by level 17.
Ilunite - You must choose a temperament to be attuned to between: Sanguine (Lightning), Choleric (Fire), Melancholic (Acid), and Phlegmatic (Cold).
  • Once per Long Rest, you can cast Absorb Elements at first level without needing Somatic components. You can change the damage type to match your temperament, if different from the triggering damage. Also, any attack type can trigger the spell's damage when cast this way.
  • Ladrite - As an action, you can call out to Ladros to rile the winds around a hostile creature within 60ft of you. The creature must make a Strength saving throw or else be moved 5ft horizontally in a direction of your choosing. If they are pushed into an obstacle, creature, or surface they take 1d8 bludgeoning damage. This ability’s damage increases to 2d8 by level 5, 3d8 by level 11, and 4d8 by level 17.
    Hylian - Once per long rest, you may cast the spell Find Familiar without material components. A creature summoned this way is a Beast or Fey (your choice) and not a Celestial, or Fiend.
    Alkarite - As an action, you may infuse a weapon or unarmed attack with a Mark of Ruination. You may make a melee weapon or unarmed attack as part of this action. On a successful melee attack, the attacked creature suffers the normal effects of the attack and takes an extra 1d4 Necrotic damage whenever it takes damage until the start of your next turn. On a failure, you lose your Mark of Ruination and must re-infuse your weapon. You may only have up to one marked weapon at a time. Upon reaching 5th level, the creature takes 1d4 Necrotic damage upon being hit and 2d4 from any other attacks. These damage dice increase by another 1d4 at 11th and 17th level.

    General Perks

    PerkCostBoon
    Zwengarik 1 Andar of the Lagat’s protection still falls on your line. You have advantage on Intelligence saving throws against magic.
    Divine Intervention 2 While below 1/4 of your max health, you add 1d4 to all saving throws and ability checks.
    Elven Blood 2 You have advantage on saving throws to resist being charmed and you cannot be put to sleep with magic.

    Pneumanite Perks

    PerkCostBoon
    Divine Blood -1 You are a Humanoid and a Celestial. Effects that apply to one type also apply to you.
    Divine Guidance 2 Once per long rest, you may cast Guiding Hand.
    Divine Touch 2 As an Action, you can touch a creature and cause it to regain a number of Hit Points equal to your level. Once you use this trait, you can't use it again until you finish a Long Rest.
    Ward of Protection 2 As an action, you may touch a creature to bestow a ward to deflect damage from them. For the next minute, any damage they take is reduced by 1d4. The amount of reduced damage increases by 1d4 at 5th, 11th, and 17th level. This ward functions like concentrating on a spell.
    Favor of the Gods 3 Once per long rest, you may cast the spell Bless at first level. This spell does not need Verbal, Somatic, or Material components when cast this way.
    Mantling - Ascendance 8 You can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and all opportunity attacks against you have disadvantage.

    Ilunite Perks

    PerkCostBoon
    Bound to the Worldfont -1 You are a Humanoid and an Elemental. Effects that apply to one type also apply to you.
    Elemental Touch 2 As an action, you can touch a creature and deal 1d8 damage, the type corresponding to your attuned element. Until the start of your next turn, you may deal this damage again if the creature provokes an attack of opportunity. The damage increases by 1d8 at 5th, 11th, and 17th level.
    Experienced Channeler 2 You have advantage on all saving throws against spells from the Evocation school.
    Field Excitation 2 You learn Word of Radiance, but it deals the type of damage corresponding to your attuned element instead of Radiant.
    Urstlagat Resolve 2 You have advantage on saving throws to resist being Frightened.
    Mantling - Overchannel 8 As an action, you can overchannel the arcane energies through your body. For the next minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take damage (of a type equal to your attuned element) equal to half your level (rounded up). You have resistance to this damage. In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

    Ladrite Perks

    PerkCostBoon
    Crackling Blood -1 You are a Humanoid and an Elemental. Effects that apply to one type also apply to you.
    Blood of Ladros 2 You know the Lightning Arc cantrip.
    Gale Speed 3 Once per Long Rest, you may cast Expeditious Retreat on yourself.
    Lightning Resistance 3 You have resistance to Lightning damage.
    Thunderer 3 When you hit a creature with a melee attack, you may use a bonus action to attempt to Shove the creature prone.
    Mantling - Tempest 8 You can use your action to unleash the divine energy within yourself, as you are wreathed in lightning. For the next minute, all creatures within 10ft of you takes lightning damage equal to half of your level (rounded up). You also have the benefits of the spell Warding Wind, but the wind does not deafen you.

    Hylian Perks

    PerkCostBoon
    Hylian Pact -1 You are a Humanoid and a Fey. Effects that apply to one type also apply to you.
    Ademetzan Guidance 2 You may cast Wild Cunning as a ritual.
    Friend of Nature 2 Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
    Wrath of the Old Gods 2 You learn the Thorn Whip cantrip.
    Darkvision 3 You get a Darkvision radius of 60ft.
    Fey Steed 4 Once per long rest, you may cast Find Steed, although it must be a Fey.
    Mantling - Restoration 8 You can use your action to grant a creature within 30ft of you 2d6 + your character level in temporary health for 1 minute. Additionally, you may regain half of the damage you deal to one creature with an attack or spell once per turn.

    Alkarite Perks

    PerkCostBoon
    Fell Blood -3 You are a Humanoid and a Fiend. Effects that apply to one type also apply to you.
    Dark Blessing 1 As an action, you may touch a living creature with 0 hit points and call upon the power of Alkar, the necromancer moon, to restore some measure of vitality to it. The target regains 1 hit point and immediately stands up if it is prone. At the end of its next turn, the target takes 1d10 Necrotic damage as Alkar tries to reap its due of souls. If this reduces the target’s hit points to 0, it automatically fails 1 Death Saving Throw. This ability cannot be used on Undead or Constructs.
    The Baleful Moon 2 You know the Moonfire spell, but the damage type is changed to Necrotic.
    Necrotic Enervation 3 You may cast Inflict Wounds once per long rest.
    Necrotic Resistance 3 You gain resistance to Necrotic damage.
    Mantling - Dread 8 You can use your action to force other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your spellcasting modifier) or become frightened of you until the end of your next turn. For the next minute, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
    Origin/Ancestry
    Kretathian
    Lifespan
    70 years
    Average Height
    5' to 6'
    Average Weight
    135 lbs.

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