Most humans are about 1m75 on average.
Normally live around 50 years, some going as old as 100 or even 110.
Humans were the last mortal race created by goddesses and gods that were not under the influence of Ka.
With their short lifespan and quick reproduction cycles, they soon multiplied to cover the world.
In the known world, there are various ethnicities of humans, most based on their realm of origin. Here are a few:
Belambrians are the people living in Les Iles Flamboyantes, The Principalities of Belambre, with a mixed ancestry of Illenians, Xiani, Karakians and Threchians.
Illenians are the ancestral sea faring people now living in Les Iles Flamboyantes of The Principalities of Belambre.
Karakians are the people of The Theocracy of Karakos.
Landless are semi-nomadic people living in the temperate regions of the known world.
Mizuans are the people of The Land of Mizu.
Salemians is the name given by outsiders to the people living in the Desert of Salem.
Threchians are the people of The Queendom of Threch.
Trigians are the people living in The Federation of Trigo.
Xiani are the people of The Empire of Xian.
Ability Score Increase. Choose one:
Your ability scores each increase by 1.
One ability score of your choice increases by 2, and two other 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.
Size. Humans vary from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, their country's language and one extra language of your choice.
Industriousness. You gain the following three:
1 Skill, Language or Tool Proficiency of your choice.
1 Skill, Language or Tool Proficiency of your choice.
Choose one of your skill or tool proficiency, you gain expertise in it.
Adaptable. If you would make a roll for a skill check, saving throw or weapon attack for which you do not have your proficiency bonus, you can use your reaction before making the roll to add your proficiency bonus to the roll. Once you use this trait, you can't use it again until you finish a long rest.
Cower. As an action on your turn, you can loudly cower to get your enemies' attention and distract them to grant allies advantage on attack rolls made against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Saving Face. If you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
If you are using my No-Race Characters rules, use this template as a basis when using this race for your racial appearance.
This race enables you to choose from the following list of traits and no other when spending points acquiring specific traits.
Adaptable (4).
Cower (4) or Stubborn Beyond Reason (4).
Lucky (8).
Pack Tactics (12)
Profit, Profit, Profit (4).
Saving Face (10).
Slink (2).
Steady Hand (8).
War Cry (10).