Human Revised

Humans are versatile people, but their abilities are usually honed towards one talent or focus. Humans that specialize and focus on a certain attribute become masters of it quickly and can become extremely experienced in their field. Using this as a base, here is my attempts to re-balance the human and variant human options.

Human Traits

Humans have the following traits.

Ability Score Increase. Two different ability scores of your choice 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 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.

Skills. You gain proficiency in a skill of your choice.

Human Talent. As humans are a incredibly diverse race, each human gains unique talents. You gain one human talent from the human talent list. You may choose one more talent at 4th level. You must meet all prerequisites that a talent has before you may choose that talent. You may apply your class features that you gain at 1st level to any prerequisites for your first talent.

Languages. You know Common and one extra language of your choice.

Half-Elf and Half-Orc Variants: If you choose to, Half-elfs can replace their Fey Ancestry and Skill Versatility for one Human Talent. Half-orcs can do the same with Menacing and Savage Attacker.

Human Talents


You were raised in sever environments. Choose one of the following which represents the environment you grew up in.Arctic. You are not negatively affected by cold environemnts (but not cold damage).

Desert. You are not negatively affected by hot environments (but not fire damage). You do not need to drink water as often as others

Forrest/Swamp. You are not slowed by nonmagical difficult terrain that is caused by plant growth.

Mountains. You are not slowed by nonmagicl difficult terrain that is caused by rocks.


You can peform standard tasks with both hands instead of with one had, such as drawing or storing weapons.

Advanced Thrower

Prerequisite: Novice Thrower

Whenever you hit a creature with the weapon type you chose for Novice Thrower talent, you may use a bonus action to throw another weapon of the same type at the same creature.


Prerequisite: Challenger talent, Proficient in Acrobatics

Opportunity attacks are at disadvantage against you.

Bleeding Blade

Prerequisite: Keen Blade

Whenever you make a weapon attack with your keen blade type, you may force the creature to make a Constitution saving throw DC 10+ half the damage dealt by the weapon. On a failed save, the creature takes 1d8 damage on the start of their next turn.


You gain proficiency in one melee weapon type that deals bludgeoning damage. As a bonus action, you can prepare a heavy strike with your bludgeoner weapon. The next attack you make with this weapon before the end of your turn, knocks the target back 5 feet.


You gain one additional hit point per level.


Prerequisite: Mindful Fists talent

You are proficient with unarmed strikes and they deal 1d4 damage.


Prerequisite: Challenger talent, Proficiency in Athletics

You may make Strength (Athletics) checks instead of any Charisma (Intimidation) checks.


You gain proficiency in one ranged weapon. You may use a bonus action to choose a target. Until the start of your next turn all ranged attacks made with the ranged weapon you chose for this talent ignore half or three-quarters cover on the target.


You gain proficiency in either Athletics or Acrobatics. As a bonus action, you may prepare to perform a feat of strength or agility, which grants you advantage on your next Athletics or Acrobatics check before the end of your turn.


Prerequiste: Acclimatized talent

While in your climate, you have advantage on Dexterity (Stealth) checks.


Prerequisite: Either Challenger or Acclimatized talents

You gain a climbing speed of 30 feet.

Closequarters Shooter

Prerequisite: Bowman talent

Being within 5 feet of your target does not impose disadvantage on attacks made with the weapon you gain proficiency with from the Bowman talent.


You gian proficiency in an artisan tool of your choice. Additionally, you have advantage on Wisdom (Insight) checks to determine the value of craft materials or crafted items that are made by any artisan tools you are proficient with.


Prerequisite: Student talent, proficiency in Investigation

Your proficiency bonus is double on Investigation checks. Additionally, choose one of the following home terrains: Arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. While in the environment of your choice, your Intelligence (Investigation) and Wisdom (Insight) rolls are at advantage.


Whenever you make an attack roll, ability check or saving throw, you may do so with advantage. Once you use this feature, you cannot use it again until you complete a short or long rest.


Prerequisite: Brawny talent Whenever you regain hit points, you regain an additional 1d4 up to your hit point maximum.


Prerequisite: The ability to cast at least one spell that requires concentration.

When you take damage while concentrating on a spell, you may choose to make the saving throw using the saving throw for your spellcasting ability instead of Constitution. You cannot be forced to make another saving throw to maintain concentration until the begining of your next turn. Once you use this feature, you must complete a long rest before using it again.

From the Shadows

Prerequisite: Sneaky talent When you make deal damage to a creature that is surprised by you, you add you proficiency modifier to the damage done.

Greedy Mind

Prerequisite: Nimble Fingers

You have advantage on Intelligence (Investigation) and Wisdom (Insight) rolls to know what a creature might have on their person and where it would be located.

Hightened focus

Prerequisite: Focused talent

You gain two additional use of the focused talent.


Prerequisite: Student talent, Proficiency in History Your proficiency bonus in history is doubled. You learn one additional language of your choice.

Keen Blade

You gain proficiency with one melee weapon type that deals slashing or peircing damage. This weapon type becomes your keen blade type. Once per turn, whenever you make an attack with your keen blade, you may treat any 1’s on damage die as a 2.

Large Lungs

Prerequisite: Swimmer talent

You can hold your breath for a number of minutes equal to 1+ twice your Constitution modifier (minimum 1 minute).

Lightning Quick

Prerequisite: Reactionary talent

You may allow adreniline to make you faster as a bonus action. For the next minute, the number of reactions you have is increased by one, but you can still only use one reaction per turn. Once you use this feature, you cannot use it again until you finish a long rest.

Long Armed

Prerequiste: Steady Armed talent

Whenever a creature is prone, you have advantage against the creature for the full length of the weapon you chose for Steady Armed talent

Major Arcanist

Prerequisite: Minor Arcanist talent

You learn one first level spell of your choice from the same class as your Minor Arcanist talent. You can cast this spell once. Once you cast it in this way, you must complete a long rest before doing so again. Your spellcasting modifier is the same as that of your minor arcanist talent.

Master Artisan

Prerequisite: Crafter talent Your proficiency bonus is double for the artisan tool’s that you chose for your Crafter talent. Additionally, it takes you half as much time to sell or buy products related to any artisan craft you are proficient with.

Martial Blade

Prerequisite: Keen Blade talent

You learn two maneuver of your choice from amoung the Battle Master archetype. You can only perform these manuevers if you are using your keen blade type. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a long rest.


Prerequisite: Student talent, proficiency in Medicine

Your proficiency bonus is doubled for Medicine checks. Additionally, when a creature within 5 feet of you takes damage, you may use your reaction to make a Wisdom (Medicine) check with a DC equal to 10+ half of the damage taken. If you succede, the damage is reduced by the number of points over the DC. Once you use this, you cannot use it again on the same creature for one minute.

Mindful fists

When you strike an opponent with an unarmed strike, you deal 1 additional damage.

Minor Arcanist

Prerequisite: Proficiency in Arcana

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips from that class’s spell list.

Your spellcasting modifier for these spells depends on the class you choose: Charisma for bards, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizards.


Prerequisite: Student talent and Proficiency in one of Animal Handling, Nature, or Survival; or Wild talent

Choose one of the following that you have proficiency with. Animal Handling, Nature, or Survival. Your proficiency bonus is doubled for that skill.

Additionally, you have advantage on identfying creatures with the Beast or Plant tags.

Nimble Fingers

Prerequisite: Proficienccy in Sleight of Hand

As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket

Novice Thrower

You gain proficiency in one thrown type of your choice. You increase both ranges of the thrown property of this weapon type by 10 feet.


Prerequisite: Shielded talent

When a creature you can see makes an attack roll against target other than you that is within 5 feet of you, you can use your reaction to increase the targets AC by 2. You must be wielding a shield to do this.

Psionic Initiate

You learn two psionic talents from the mystic class. Intelligence is your psionic ability for these.

Psionic Practitioner

Prerequisite: Psionic Intiate

You learn one psionic discipline of your choice from the mystic class. You have 2 psi points to use on this discipline. You regain all used psi points once you complete a long rest.

Quick Eyes

Prerequisite: Proficiency in Perception

You can perform the Search action as a bonus action.


Your base movement speed is increased by 5 feet.


You have advantage on opportunity attacks when a creature leaves within 5 feet of you.


Prerequisite: Minor Arcanist talent

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this talent, you acquire a ritual book holding two 1st-level spells of your choice. The spells you choose must be from spell list you chose for the Arcanist talent, and the spells you choose must have the ritual tag. Your spellcasting modifier is the same as for the Arcanist talent

Additionally, if you know any spells with the ritual tag from your the same class as your Arcanist talent, you may cast these as rituals.


Prerequisite: Rapid talent Your base movement speed is increased by another 5 feet. Additionally, this bonus is increased to 10 feet when using the dash action on your turn.

Sharpened Blade

Prerequisite: Keen Blade talent

Before you make an attack with your keen blade type, you may declare a sharpened blade strike, which increasse the damage by 1d4 if you hit. You may only use this feature once per round.

Shield Smasher

Prerequisite: Bludgeoner talent

When you make a heavy strike against a creature wielding a shield, the creature must make a Strength saving throw (DC 8+proficiency bonus+ your Strength modifier). On a failed save, the shield is knocked out of their hands.


You gain proficiency with shields. When you take the dodge action on your turn while weilding a shield, you increase your amror class by 2.


Prerequisite: Proficiency in Stealth

You can use the hide action as a bonus action.


Prerequisite: Bowman talent

Atticking at long range doesn’t impose disadvantage on your ranged attack rolls made with the weapon from your Bowman talent.


Prerequisite: Proficiency in at least one of the following: Deception, Insight, Intimidation, or Persuasion

You have learned how to socially climb. When you make a Deception, Insight, Intimidation, or Persuasion check that you are proficient in, you can study the creature to understand it better, doing so grants you one socialite stack. Each time after using the same ability check as the original, you gain an additional stack. Each stack increases consecutive check of the same kind by 1. You can have a total of 5 stacks against any one creature for each ability check.

Social Climber

Prerequisite: Socialite talent

You can spend 1 minute observing a creature before engaging in conversation with it. When you do so, the you start with a number of stacks on your Socialite talent equal to half your proficiency bonus.


Prerequisite: Minor Arcanist talent, the ability to cast at least one first or higher level spell

You learn two metamagic options from amoung the Sorcerer options. Whenever you cast a spell, you may use one of these options. You have two spellshaper points to feul these metamagic options. You regain all expended spellshaper points once you complete a long rest.

Spellshaper points count as sorcerer points if you are the sorcerer class.

Steady Armed

Prerequisite: Proficiency with at least one reach weapon

Choose a reach weapon that you are proficient with. When a creature enters your weapons range, you can make an opportunity attack against them.

Stinging Whip

Prerequisite: Whip Intiate talent

The damage done by a whip is increased to 1d6. You increase the critical strike range of a whip by one when you make a whip attack against a creature that does not have their armor class increased by armor (natural, material, or magical).


You gain proficiency in one of the following: Arcana, History, Investigation, Medicine, Nature, or Religion. Additionally, you learn one additional language.


You gain a swim speed of 30 feet.


Prerequisite: Student talent, Proficiency in Religion Your proficiency bonus for Religion is doubled. Additionally, you have advantage on Charisma checks when dealing with creatures that worship a deity.


Prerequisite: Proficiency in Performance You gain proficiency in with a disguise kit and one musical instruument of your choice.


Prerequisite: Student talent

You learn two additional languages. Additionally, the time it takes for you to learn a new language is halfed.


Prerequisite: Shielded talent

While wielding a shield, your armor class is increased by 1 in addition to any bonus the shield gives.


You may add half your proficiency bonus to intitative rolls.


Prerequisite: Quick Eyes talent Your proficiency modifier is doubled when making Wisdom (Perception) checks while you are not traveling.

Whip intiate

Prerequisite: Proficiency with whips

When you make an opportunity attack with a whip against a large or smaller creature, the creature must make a Strength saving throw (DC 8+ your proficiency bonus + your attack modifier. On a failed save they are knocked prone.


You gain proficiency in Animal Handling, Nature, or Survival. You have advantage on Wisdom (Survival) checks to provide food or water in natural environments.

Building a Talent: The above talents are simply examples made to allow for standardized builds on human. You could always build unique talents if you feel that a character has a very specific focus. To do so, choose an ability or concept that gives minor amounts of power consistantly or slightly strong powers that only take effect in very peticular situations.