Humans (5A)

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Humans are the dominant species in the Flanaess and much of the rest of the world. They are suitable as player characters, tough some ethnicity might be seen as odd outside their regional origin.

General Rules

The optional racial modifiers from Tasha's are not used. See Character Creation for what we use instead.

Races with names in italics are generally not suitable to most campaigns, but can fit excellently in some specific setting.

Humans of the Flanaess and Beyond

The World of Greyhawk has a great variety of humans, and I feel representing this with game effects suits the genre. Greyhawk is also a humanocentric world, and I have improved humans to the point where they are intended to be the most powerful race.

  • Ability Score Increase. You increase two ability scores of your choice by one, and gain one further ability increase depending on ethnicity. These ability modifiers stack. See feat below for possible additional ability increases.
  • Feat. You gain one Feat of your choice. As an option, you can replace this with having a +1 bonus to all ability scores, which stacks with the further ability increase due to ethnicity.
  • Language. You speak Common.
  • Additional Proficiencies. You gain one language and two other proficiencies based on your ethnicity.

Common

Common humans are the most versatile humans. They dominate the central and south-western parts of the Flanaess. Only choose another ethnicity if it fits your concept, not for optimization reasons—there really aren't any.

  • Apply a +1 ability bonus to any ability score.
  • You know one additional ethnic human language.
  • Choose any two proficiencies among weapons, skills, tools, vehicles, or languages.

Baklunish

Baklunish are somewhat like the Persians of Earth. They live in civilized kingdoms in the north-west of the Flanaess.

  • Apply a +1 ability bonus to Constitution, Intelligence, or Wisdom.
  • You know your ethnic language, Baklunish
  • You have proficiency with with two of composite bow, Animal Handling, History, Religion, Survival, a gambling set, or navigator's tools.

Flan

The flan were eponymous first humans in the Flanaess. They are mostly hunter-gatherers. Civilized flan resemble east Europeans in culture.

  • Apply a +1 ability bonus to Dexterity, Constitution, or Wisdom.
  • You gain proficiency with your ethnic language (Flan).
  • You have proficiency in two of the following: Athletics, Animal Handling, Nature, Perception, Religion, Stealth, or Survival

Oerdian

Oerdians were the dominant ethnicity in the Flanaess for a very long time, and are still dominant in the eastern part. Their culture resembles medieval European.

  • Apply a +1 ability bonus to Strength, Wisdom, or Charisma.
  • You know your ethnic language, Oerdian
  • You gain proficiency with two of the following: any one weapon, Animal Handling, Athletics, History, Persuasion, or Religion.

Olman

Mesoamerican in look and culture, the Olman are in a cultural slump. They live south-west of the Flanaess, but do not dominate these areas.

  • Apply a +1 ability bonus to Constitution, Wisdom, or Charisma.
  • You know your ethnic language, Amedi.
  • You gain proficiency with two of the following: Acrobatics, Arcana, Athletics, Intimidate, Religion, Survival, or Olman. Olman is a dead language, but isolated tribe deep in the Amedio jungle may still speak it.

Paynim

Similar to the Mongols of Earth, Paynim are horse nomads and live on the plains in the north of the Flanaess.

  • Apply a +1 ability bonus to Strength, Dexterity, or Constitution.
  • You know your ethnic language, Ordai.
  • You gain proficiency with two of the following: composite bow proficiency, Animal Handling, Arcana, Investigation, Nature, Perception, or Survival.

Rhenne

Similar to the Roma of Earth, Rhenne live as nomads on barges and in caravans, mainly in the Central Flanaess.

  • Apply a +1 ability bonus to Dexterity, Intelligence, or Charisma.
  • You know your ethnic language, Rhopan.
  • You gain proficiency with two of the following: Acrobatics, Animal Handling, Arcana, Performance, Sleight of Hand, or a type of vehicles, or one living language.

Suel

The blonde hollywood villains of Greyhawk, the Suel once had a great empire destroyed in a magical holocaust. Splintered and defeated, they now live on the rim of the continent.

  • Apply a +1 ability bonus to Strenth, Intelligence, or Charisma.
  • You know your ethnic language, one of Amedi, Cold Tounge, Lendorian, or Suel. Amedi is spoken in the Amedi jungles, Cold Tongue in the barbarian north-east, and Lendorian on the isles of the South-east. Suel is spoken in the successor states to the Scarlet Brotherhood.
  • You gain proficiency with two of the following: Acrobatics, History, Intimidation, Suel (ancient language), water vehicles, or proficiency with a melee weapon of your choice.

Tuov

A black people from the continent of Hepmonaland to the south-east of the Flanaess.

  • Apply a +1 ability bonus to Strength, Constitution, or Intelligence.
  • You know your ethnic language, Tuov.
  • You gain proficiency with two of the following: Athletics, History, Nature, Perception, Persuasion, Stealth, or Survival.