Gifted Human (5e Race)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: A race with what seems to be a whole subclass built in. Obvious issue there.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Gifted Human[edit]

Physical Description[edit]

Gifted Humans have a similar physical appearance to regular humans, but with several notable differences that set them apart. They are taller, with an average height of around 6 feet, and have a lean, athletic build. Their skin is often pale and their hair ranges from dark to light shades of brown, black, or blonde. Their eyes are the most distinctive feature, with irises that shimmer with a faint magical glow that changes color depending on their mood or the type of magic they are currently using.

History[edit]

The Gifted Human is a rare race in the world of D&D, with only one born every one million years. They possess abilities and aspirations beyond those of normal humans, and are often viewed as legendary figures by those who have heard of them. Gifted Humans are said to have an innate understanding of the arcane and the ability to manipulate magic with ease. They are also said to possess incredible physical prowess and an unshakable willpower. Despite their impressive abilities, Gifted Humans are still mortal and subject to the same dangers as other races. Many seek to exploit their powers for personal gain or to control them, making life for a Gifted Human fraught with danger and intrigue. 

Attitudes and Beliefs[edit]

Gifted Humans possess a strong sense of purpose and an unyielding determination to achieve their goals. They believe that they have been chosen by fate to wield their exceptional abilities for the betterment of the world, and as such, they take their responsibilities very seriously. They are highly self-disciplined, and often hold themselves to a higher standard than others.

Gifted Humans have a deep respect for magic and the arcane, viewing it as a powerful tool that must be used responsibly. They understand that magic has the potential to cause great harm if not used correctly, and as such, they hold themselves to a strict code of ethics when it comes to its use. They believe that magic should be used to protect the weak and vulnerable, to promote justice and equality, and to preserve the balance of the natural world.

Race names[edit]

Male: Alaric, Darian, Emeric, Galen, Kael, Lysander, Magnus, and Orion

Female: Aria, Celeste, Elara, Giselle, Isadora, Lirien, Niamh, Rhiannon, Seraphina, and Xanthe

Gifted Human Traits[edit]

Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 35 feet.


Human Determination[edit]

As a Gifted Human, you possess an unbreakable willpower that enables you to achieve the seemingly impossible. You can use this ability to reroll any attack roll, ability check, or saving throw that you make, but only three per long rest.(5 at level 10 and 7 at 15) In addition (after level 5), you can choose to add a d10 to any attack roll, ability check, or saving throw that you make. You can use this ability after you roll but before the outcome is determined. If you choose to use this ability, you must roll the d6 and add it to your roll.. Use of this ability requires intense focus and concentration.. Once you have used this ability, you cannot use it again until you complete a long rest.


Human Conquest[edit]

As an action, you can unleash a burst of intimidating presence, causing all creatures within 10 feet of you to make a Wisdom saving throw or be frightened for 1 turn. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier. While frightened, affected creatures have disadvantage on ability checks and attack rolls, and they cannot willingly move closer to you. Additionally, if an affected creature ends its turn within 10 feet of you, it must make another Wisdom saving throw or continue to be frightened. You can use this ability once per long rest.


Human perseverance[edit]

At 3rd level, as a Gifted Human, you possess an innate ability to push beyond your physical limitations and overcome death itself. When you are reduced to 0 hit points but not killed outright, you can use this ability to cheat death and return to life. After you use this ability, you immediately regain half of your maximum hit points and gain a +2 bonus to all ability score modifiers for the duration of the encounter. You also gain resistance to all damage types for the next 2 rounds as you rally your inner strength and push through the pain. (+4 at lvl 5, +7 at lvl 10, and +10 at 20 )

Once you have used this ability, you cannot use it again until you complete a long rest. Furthermore, if you are killed outright (for example, by massive damage or a death spell), this ability cannot be used to revive you. This ability reflects your unparalleled determination and indomitable willpower that allows you to shrug off even the most grievous injuries and come back stronger than before. But be warned: using this ability comes at a great cost, and it is not a decision to be taken lightly. Only the most powerful and determined Gifted Humans can push themselves to this extreme.

Human viciousness[edit]

At 3rd level, you tap into your primal instincts and unlock a ferocity that few can match. You can use this ability to unleash a flurry of attacks that overwhelm your foes. As a free action, after you make an attack action, you can make additional attacks equal to the number of attacks you made with that action. These additional attacks must be made against the same target with the same weapon. For example, if you use your action to attack twice with a longsword, you can use this ability to make two more attacks with the same longsword against the same target. This ability can only be used three times per long rest. Starting at 11th level, you can use this ability four times per long rest, and starting at 17th level, you can use it five times per long rest. This ability reflects your willingness to do whatever it takes to win a battle, even if it means fighting dirty or using brute force. Your enemies will learn to fear your tenacity and ferocity, as you unleash a barrage of attacks that leave them reeling. As a free action, you can activate this ability quickly and efficiently, catching your foes off-guard and overwhelming them with your ferocity.

Human Ferocity[edit]

At 2nd level, you unlock a deep well of primal ferocity within you. You can channel this ferocity to unleash devastating attacks that leave your foes reeling. As an action, you can enter a state of ferocity that lasts for 1 minute. While in this state, for each attack made, after you hit a creature with an attack, you can choose to double the damage dealt by that attack. This ability can only be used once per turn. Starting at 13th level, the number of uses of this ability per long rest increases to 2, and at 19th level, it increases to 3. This ability reflects your willingness to do whatever it takes to win a battle, even if it means using all of your strength and channeling your primal ferocity. Your enemies will learn to fear your tenacity and ferocity, as you unleash devastating attacks that leave them battered and broken.


Gifted Leader[edit]

At 5th level, you unlock the ability to exert an incredible level of influence over human beings. Your commanding presence and natural charisma allow you to rally and lead human forces to victory. As an action, you can issue a command to all human creatures within a 30-foot radius of you. All human creatures within range are compelled to follow your commands without question or hesitation for the next 10 minutes. This ability can be used up to 3 times per long rest. In addition, whenever you attempt to persuade a humanoid creature, they have disadvantage on their Persuasion checks against you. This ability reflects your natural leadership skills and your ability to inspire humans to follow you into battle. Your enemies will fear the power that you wield over human forces, and your allies will respect and follow you without question.

Human Conquest[edit]

As an action, you can unleash a burst of intimidating presence, causing all creatures within 10 feet of you to make a Wisdom saving throw or be frightened for 1 turn. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier. While frightened, affected creatures have disadvantage on ability checks and attack rolls, and they cannot willingly move closer to you. Additionally, if an affected creature ends its turn within 10 feet of you, it must make another Wisdom saving throw or continue to be frightened. You can use this ability once per long rest.


Human Revenge[edit]

At 10th level, you unlock the ability to unleash your fury upon those who would harm your allies. When a member of your party drops to zero hit points or below, you can enter a state of extreme anger and aggression as a reaction. While in this state, you double all your ability scores and gain advantage on all attack rolls, damage rolls, and ability checks, except for Intelligence and Wisdom checks, for the next minute. Additionally, while in this state, any time you deal damage to a creature, you deal an additional 1d10 damage of the same type. This damage increases to 3d10 at 18th level. This ability reflects your determination to protect and avenge those who fight alongside you. Your enemies will tremble in fear when they see you enter this state, and your allies will know that they have a powerful protector by their side. However, this ability should be used sparingly, as it can be taxing on your body and mind.


Human Ascension[edit]

At 20th level, you have reached the pinnacle of human achievement. However, you feel that you are capable of even greater feats. With sheer force of will and determination, you can push beyond the limitations of a normal human and ascend to new heights of power. As an action, you can activate the Human Ascension ability, which allows you to exceed the normal limitations of a human and gain the abilities of a 30th level character. This state lasts for one hour and can only be used once per long rest. While in this state, your hit point maximum is doubled, and you gain full hit points as if you had taken a long rest. You also gain the benefits of all abilities and spells as if you were a 30th level character. However, the price of this power is great. The intense strain on your body and mind leaves you exhausted and weakened. After the hour is up, you suffer one level of exhaustion, and you cannot use this ability again for one week. This ability represents the ultimate manifestation of your human potential. With it, you can accomplish feats that would be impossible for normal humans. But be warned: the cost of using this power is high, and it should only be used in the most dire of situations.


Human Resilience[edit]

You have a natural resilience to combat and are able to withstand attacks better than most. Starting at 1st level, you can use this ability to gain the following benefits for a limited time:

You take half damage from all attacks, rounded down to the nearest whole number. Once during this time, when you take damage that would reduce you to 0 hit points, you can choose to instead drop to 1 hit point. The duration of this ability increases as you gain levels in this class. At 1st level, you can use it for 1 minute. At 10th level, you can use it for 2 minutes. At 20th level, you can use it for 3 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.


3.00
(3 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: