Human Tradesman (5e Race Variant)
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Jun raises his hammer above his head before striking the red hot billet of steel. Gwendoline practices her incantations for the thousandth time, producing a bright flash of arcane light. Helga swings her greataxe, embedding it deeply into the wooden practice dummy. The one thing that all of these very different people have in common is their 'race'. These men and women are all members of the uniquely gifted tradesmen.
Tradesmen are simple humans who have adapted to many different walks of life. Some are physically broad and muscular, standing taller than their fellow humans. Others are lean and fit, smaller yet faster than their kin. Some are adept in the use of magic, sometimes covered in arcane sigils and bearing exotically colored eyes. Though all tradesmen are human, all are incredibly varied in behavior, personality and appearance.
The history of the tradesmen is the history of humanity. As the race grew and spread in influence and individuality, they began to diverge in their abilities and talents. This multi-talented culture developed very quickly because of their unique self sufficiency.
These men and women are no different than normal humans when it comes to society. As humans tend towards social outsiders to begin with, the culturally divergent tradesmen are completely normal.
The tradesmen are just like any other human, and their naming conventions are just the same.
Male: Heimund, David, Ishin, Saxing-jo, Kaibo
Female: Sveti, Henrietta, Kasumi, Beifeng, Uzzu
Humans raised in unique environments that promoted specialized skills.
Ability Score Increase. Varies based on subrace
Age. Tradesmen grow to maturity between the ages of 16 and 18 years. They can live just beyond a century if they maintain their health properly.
Alignment. Tradesmen, like any other humans, do not lean towards any specific moral alignment.
Size. Tradesmen vary in height and size greatly based on their upbringing, but they are all considered medium. A safe guideline is height between 4'8" and 6'9" and weight between 80 and 240 pounds.
Speed. Your base walking speed is 30 feet.
Basic Training. Choose any 1 skill and gain proficiency with it. Additionally, pick any 1 tool set, gaming set or musical instrument and gain proficiency in its use.
Subrace. Craftfolk, Warfolk, Magefolk, Shadowfolk.
Raised in trade hubs, these individuals exhibit the marketable skills necessary to maintain civilized life.
Ability Score Increase. Gain +2 to Intelligence, Constitution or Wisdom and +1 to another ability of your choice. As normal, you can not increase an ability beyond 20 in this way.
Advanced Crafts. You are considered to have expertise in the skill and tool chosen by this race.
Well Connected. Learn two additional languages of your choice, only one of which can be an exotic language.
Craftmaster. When making a product using your chosen tool set, your progress limit increases to 10 gold per day rather than 5. If you chose a musical instrument or gaming set, you instead gain proficiency in the Performance(Instrument) or Deception(Game Set) skill while using it.
Raised in martial states, these individuals are hardy and combat trained.
Ability Score Increase. Gain +2 to Strength, Dexterity or Constitution and +1 to another ability of your choice. As normal, you can not increase an ability beyond 20 in this way.
Martial Training. You gain proficiency in the use of any 2 martial weapons of your choice. You gain an additional +1 to hit with these weapons.
Hard Upbringing. You gain +1 hit point and an additional 1 hit point every time you gain a level in any class.
Of the Blade. You gain resistance to any one of the following damage types: Piercing, Slashing or Bludgeoning damage from nonmagical weapons.
Raised under the care of users of magic, these individuals are naturally attuned to the arcane arts.
Ability Score Increase. Gain +2 to Intelligence, Wisdom, or Charisma and +1 to another ability of your choice. As normal, you can not increase an ability beyond 20 in this way.
Magical Apprenticeship. You learn any 1 cantrip of your choice. The spellcasting modifier for this cantrip is your chosen ability score increase. (Intelligence, Wisdom, Charisma) If this cantrip requires an attack roll on your part, you add +1 to attack rolls with this cantrip. Alternatively, if this cantrip requires a saving throw on the part of the target, the spell save DC for your chosen spell equals 9 + your spellcasting modifier + your proficiency bonus.
Arcane Studies. You gain proficiency with one of the following skills: Arcana, Investigation, Nature or Religion.
Lessons Learned. You gain resistance to one of the following damage types: Fire, Cold, Lightning, Poison or Acid damage.
Raised in harsh living environments such as bogs or the slums of a large city, these individuals are natural survivors.
Ability Score Increase. Gain +2 to Constitution, Wisdom, or Dexterity and +1 to another ability of your choice. As normal, you can not increase an ability beyond 20 in this way.
Darkvision. You can see in dim light as if you were in bright light and darkness as if you were in dim light. This vision extends 60 feet outward and you can not discern color in darkness, only shades of grey.
Dirty Living. You have advantage on saving throws against the poisoned condition and disease.
Survival of the Desperate. You gain proficiency in one of the following skills: Deception, Sleight of Hand, Sneak, or Survival. You may double your proficiency bonus when making any skill check pertaining to the chosen skill.
Random Height and Weight
|4′ 8″||+2d12||100 lb.||× (1d6) lb.|
*Height = base height + height modifier